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  1. #41
    Player
    Synestr's Avatar
    Join Date
    Aug 2013
    Location
    Ul
    Posts
    853
    Character
    Synestr Ashbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Kenji1134 View Post
    An extension of the Snowcloak "era" approach would be ideal. Kill a boss, it drops 1 left and 1 right piece. Each boss can have 2 slots for each side...
    I think you are touching on something good here. In 2.5 all the expert dungs dropped four loot items on the second boss, which is kinda odd, would think last boss would grant bonus items. Back to my point, maybe we will see more of this in the future. Granted these are catch up gears so they can drop more, but it could be an indication as to the direction they want to take.
    (0)

  2. #42
    Player
    lololink's Avatar
    Join Date
    Jul 2011
    Posts
    4,617
    Character
    Nel Artux
    World
    Asura
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Synestr View Post
    I think you are touching on something good here. In 2.5 all the expert dungs dropped four loot items on the second boss, which is kinda odd, would think last boss would grant bonus items. Back to my point, maybe we will see more of this in the future. Granted these are catch up gears so they can drop more, but it could be an indication as to the direction they want to take.
    It was always 2 chests on the second boss ( except for the 4 bosses dungeons )
    (0)

  3. #43
    Player
    chrillix's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    215
    Character
    Chrillix Khross
    World
    Hyperion
    Main Class
    Armorer Lv 80
    How about considering a CT/ST/WoD loot system where you can get 1 piece of loot per week? That would still take a pretty long time to get BiS.
    (2)

  4. #44
    Player
    Katsaria's Avatar
    Join Date
    Apr 2012
    Posts
    115
    Character
    Daermon Ire
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    The problem I have at this point is how diluted the pool of drops has become. I've been clearing FCOB since the first week (except t13 on first week) and i've only seen 3 drops for my main class. I've never had particularly good luck but the addition of ninja has certainly made it worse.
    (10)

  5. #45
    Player
    Elusana_Celah's Avatar
    Join Date
    Dec 2014
    Posts
    563
    Character
    N'ico Yazawa
    World
    Twintania
    Main Class
    Arcanist Lv 74
    Please no... nothing worse than a .0001% chance for something to drop in content that takes over an hour to get a clear on (Unless you're super skilled at it then whatever). Then you gotta win the roll against 7 other people. I would quit. Lower drop rates is never the solution and it's high time an MMO developer thinks of some damn innovation.
    (2)

  6. #46
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Elusana_Celah View Post
    Please no... nothing worse than a .0001% chance for something to drop in content that takes over an hour to get a clear on (Unless you're super skilled at it then whatever). Then you gotta win the roll against 7 other people. I would quit. Lower drop rates is never the solution and it's high time an MMO developer thinks of some damn innovation.
    I have to wonder with these kinds of responses, are you just not reading the entire proposals?

    The current 100% drop system with all of it's weekly restrictions is far, far more punishing with it's RNG than any of the proposals in this thread would be.

    It's very important to understand that nobody here is simply suggesting we take the current system and then only not make it 100% drop rate. This is simply a necessary step to make a better overall system that has a proper token system and doesn't artificially restrict players from content.
    (9)
    Last edited by Ladon; 02-05-2015 at 04:25 AM.

  7. #47
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Xatsh View Post
    The lack of Guild content at endgame is in my opinion the #1 problem with the game. It is crazy hard to run a guild in XIV that is more then a social casual guild.

    FFXIV actually promotes not being in a guild which is just wrong when you consider this is a mmo.


    SE needs to do one of the following:

    1) Remove lockouts and reduce drop rates on content. (1.0 method)
    2) Remove lockouts and make only the first runthrough have garenteed drops. (aka coil where you are garenteed 2 chest with gear, every additional run has a 20% Chance of gear 80% chance of darkmatter)
    3) Add large scale content with rewards that are equivalent to other BIS pieces, aka something like WoD Savage that drops I130 gear that comes out the same time as coil. (Not gear that is dated by 3months)

    Yes the masses of casuals hate RNG. But something has to change atm FFXIV has to rate in the bottom 3 AAA mmos for guilds. Coming from XI which endgame was almost 100% based around guild gameplay at least before they nerfed it to the ground.

    Casual players need content they can enjoy, but SE has taken FFXIV to the extreme to where Guilds are a social channel instead of a group of players you complete the game with.

    A LS should be for social aspects of the game. A Free Company should be about completing content... that is what a guild is all about. A mmos content should foster guilds to form, the things that bond players together and honestly keep them playing alot longer. XIV is failing hardcore at this aspect.
    Great post Xatsh. Completely agree.
    (0)

  8. #48
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Sapphic View Post
    The system was made because players where complaining that they couldnt go back and help. So they added this, with a bonus of 1 chest when 4 or more players who havnt cleared it. What does that mean in the long term? Team A clears a turn, Team B are struggling. So Team A takes 4 of team B and runs them through, teaching them how to pass the part they are stuck on. Then Team A runs the other 4 of Team B through that turn, doing the same. Then the following week, due to training they got from Team A, go on to clear that turn.
    Yes, this can work if every single FC and LS (and Groups of Friends) have *exact* groups of 8 People.

    But statistically that's far from the truth. How does the current system support Free Companies, Linkshells, and Friends that have any number of people that are beyond 8 (and not a factor of 8)?

    It doesn't. THAT'S the biggest failure of the current system.

    If you have a FC / LS with, say, 13 people? What then?

    Sure the Static (8 people) that clears a Turn can go and help run the 5 people remaining through that Turn ONCE, but what about long term?

    The entire system right now forces players to have to find their own Static of exactly 8 People (w/ specific Jobs leveled) per week.

    There was a time in FF XIV 1.0 (and in FF XI) (and in most other MMORPGs) where, gasp, you could have a guild / group of Friends and *help them out each week*, where it wasn't a fixed static of exactly 8 people.

    You can't do that right now. It's VERY Anti-Social (beyond your Static).

    Previously in XIV and other MMOs, have a buddy (or a FC / LS mate) that was outside your normal group, but you wanted to raid w/ them? No problem! Go have fun and you guys could try your luck at beating XYZ and try for the items.

    Not in FF XIV 2.0 currently.

    2.0's current system is just awful system that promotes Small, 8 Player Cliques.

    It needs to change for the health of the game in the future.
    (12)

  9. #49
    Player
    Meier's Avatar
    Join Date
    Nov 2011
    Location
    Imagery Land
    Posts
    551
    Character
    Meier Michaelis
    World
    Sargatanas
    Main Class
    Gladiator Lv 70
    ^Exactly. This is why my FC doesn't do stuff, there is always a couple of people left out, etc. We need more choices then just this 8 man crap.
    (7)

  10. #50
    Player
    Soonkyu's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    69
    Character
    Ghent Marik
    World
    Excalibur
    Main Class
    Dragoon Lv 50
    As it currently stands, most jobs have 14 item slots to equip. The current system of actual item drops has numerous flaws that have already been pointed out; RNG giving groups the same piece of loot multiple weeks in a row is the most glaring.

    With the window for updates, a few people have hit the nail on the head in that SE is trying to stretch out content so that it will last between patches. It is possible to have "long" lockouts WITHOUT throwing players trash because of an outdated looting system. There's a better way.

    Tokens. And I'm not talking about random tokens as a currency, I'm talking about gear tokens. Reward dedicated players by letting them gear out over time, but let them actually have the gear they need.

    For example: Alexander SM (for the sake of this, I'm calling it story mode) launches in 3.0. Your static tackles the content. There are 5 raid bosses. Two drop per boss with 1 left, one right, and some form of currency. You slay your virtual dragon and then comes the token. Boss 1 drops a boots or gloves token and a neck token. This week he drops the boots. Members roll lots. WHM receives the tokens and proceeds his happy behind to <insertrelevantcityhub>.

    He turns it in for his WHM boots and his neck. The other 4 bosses also dropped tokens, which the other members of the party turned in for their gear. 14 slots. 10 tokens. Even if you picked one person to receive loot every week, it would take that single person 2 weeks to gear (assuming it drops the right tokens, such as boots one week and gloves the next). That's a total time of 16 weeks to gear your static, but you get gear that's relevant and not trash to hit the floor. This also solves a current issue of gearing other jobs.

    Let's not forget the currency. That currency can be taken to the same npc for a non-BiS piece to fill the spot while you wait for your tokens, giving you some upgraded stats (same ilvl as dungeon but not itemized the best). A right side and belt would take 1 week to get currency for, and 2 for a main left piece. This currency would drop only in the raid and the current hardest dungeons (at a lower rate, but with the same cap so that more dungeons are needed versus a raid run) so that those outside statics can get entry level gear and make themselves more viable candidates (or substitutes into) for the formation of Alexander HM (hard mode) statics, with the understanding Alex HM would be the only source of highest ilvl gear.

    Not a perfect solution, but I think it's better than what exists. It's just my opinion, anyway.

    Addendum: Loot lockout for other people. This means that the dungeon can be run multiple times, but the only person(s) that can receive gear are those that haven't been. In terms of this helping with the issue of those who have cleared taking those who haven't cleared in, it solves one side of the problem: loot isn't restricted for that one person. It doesn't solve, however, selling runs. It also doesn't solve the potential, inherent selfishness of any singular person or group of people not willing to take other FC or LS members through the content. That, by and far, is a community issue that can only be solved by the members of the community.

    tl:dr; item tokens to turn in, not random gear pieces hitting the floor every week.
    (4)
    Last edited by Soonkyu; 02-05-2015 at 05:25 AM. Reason: expanded

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