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  1. #8
    Player
    Riepah's Avatar
    Join Date
    Aug 2013
    Posts
    1,324
    Character
    Riepah Redeemer
    World
    Cactuar
    Main Class
    Archer Lv 70
    Quote Originally Posted by IsaacDamodred View Post
    This makes loot common. I'm sorry but with the lack of varied gear, nothing is truly rare. People should have to work hard for loot. Making loot easily accessible devalue earning it.
    Please make up your mind. Do you want people to "work hard" and "earn" the loot, or do you want them to have enough luck? RNG does not reward effort, it rewards only luck. Did a person who cleared something once and get their drop put in more hard work and effort than a person who cleared it 10 or 20 times and got nothing?

    Quote Originally Posted by IsaacDamodred View Post
    It does make items common. You talk a lot about luck, good luck, bad luck, whatever. The fact is, people get loot regardless of "luck".
    No, they do not. If you're unlucky enough, RNG will screw you over repeatedly, and it has the potential to keep doing so indefinitely, as there is no safeguard installed.

    Quote Originally Posted by IsaacDamodred View Post
    EDIT: I understand your frustration and would suggest that instead of a token for a guaranteed item, for every 10 clears without winning an item the player gest a token that either allows a free reroll or a +10 bonus to their current roll.
    And screw the other people who put in hard work and effort out of their loot?


    Personally, I support a token system similar to what the OP suggested. Considering the multiclassing in this game, there is enough loot people can be interested in to keep running content after gearing their main class. Especially with systems like Allagan Oil and Sand.
    Only runs without any drop should yield a token; if you don't walk away entirely empty-handed, no token that run.
    (8)
    Last edited by Riepah; 12-03-2014 at 11:46 PM.