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  1. #1
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60

    Solution to zodiac drop rates!

    I used to say it wasn't a big deal then it happened to me, lol. Some dungeons took over 25 attempts, and most a good deal more than 5 or even 10.

    Sure, I know some people think it should not be nerfed and I agree with that notion.

    That's why I suggest a solution that fits FF lore and doesn't neceessarily nerf this but makes it more reliable and/or fun!

    Add a treasure hunter item, exclusive ONLY to Zodiac drops. Make it something that can't be sold or traded, but can be solo crafted, bought for 2000 soldiery, bought with tons of MGP. Using it in a dungeon increase zodiac drop rate to 100%. After using it you need another for the same function. Making them a grind to acquire means the relic quest is still just as Grindy, but less RNG is involved.
    (0)

  2. #2
    Player
    Defteros's Avatar
    Join Date
    Jan 2014
    Location
    Italy
    Posts
    518
    Character
    Derek Hale
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 80
    Just remove Aurum Vale from the list of dungeon with drops.

    PLEASE ;______;
    (6)
    Did you see my badge? I'm a professional!

  3. #3
    Player
    AskaRay's Avatar
    Join Date
    Nov 2014
    Posts
    3,543
    Character
    Aeon Rakshasa
    World
    Lich
    Main Class
    Bard Lv 100
    I actually got the drop from AV in two runs; I found I like running it on WHM. Ha..

    but yes the RNG needs to be adjusted (I never want to step into HM Copperbell again...fifty run....ugh), this suggestion doesn't sound too game breaky.
    (0)
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  4. #4
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    The solution is to do more dungeons. The RNG for this is not nearly as bad as almost anything else, and it serves its intended purpose of making sure anyone at all is doing these dungeons to begin with. And yes, I have a Zeta.
    (0)

  5. #5
    Player
    ShorreasAeatose's Avatar
    Join Date
    Apr 2015
    Posts
    10
    Character
    Shorreas Aeatose
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    My opinion is that it should work on a sliding scale. Each run should have a progressively higher chance to yield the drop until you finally get it. Say a system like this:

    Include a line of code in the quest code block that keeps track of the number of times you've cleared the dungeon, but not gotten the item. A counter starts with an initial value of 3, and increments by one each time you clear, but don't get the item. The chance of receiving the item is equal to 5%, multiplied by the value of the counter.

    So on attempt #1, you have a 15% chance to get the item. Didn't get it? Counter increments to 4. Attempt #2 has a 20% chance instead of 15%. Still didn't get it? Counter increments to 5. Attempt #3 you have a 25% chance to get the item... and so on, with no upper limit to how high your percent chance can become. Eventually you would become guaranteed to get the drop.

    RNG would still be a factor, but after enough consecutive attempts, you eventually get it for sure.
    (4)

  6. #6
    Player
    TruebladeNuke's Avatar
    Join Date
    Feb 2015
    Location
    Mist, in a mercenary HQ
    Posts
    412
    Character
    Felicia Meracle
    World
    Leviathan
    Main Class
    Dancer Lv 80
    Quote Originally Posted by ShorreasAeatose View Post
    My opinion is that it should work on a sliding scale. Each run should have a progressively higher chance to yield the drop until you finally get it. Say a system like this:

    Include a line of code in the quest code block that keeps track of the number of times you've cleared the dungeon, but not gotten the item. A counter starts with an initial value of 3, and increments by one each time you clear, but don't get the item. The chance of receiving the item is equal to 5%, multiplied by the value of the counter.

    So on attempt #1, you have a 15% chance to get the item. Didn't get it? Counter increments to 4. Attempt #2 has a 20% chance instead of 15%. Still didn't get it? Counter increments to 5. Attempt #3 you have a 25% chance to get the item... and so on, with no upper limit to how high your percent chance can become. Eventually you would become guaranteed to get the drop.

    RNG would still be a factor, but after enough consecutive attempts, you eventually get it for sure.
    Yeah, I agreed with you earlier on that when you brought it up to me myself and I'll say it again here: That would be awesome. Eventually, you'd be guaranteed to get the drop after making a set number of runs, rather than constantly being limited to that same small % in each run that ends up making players run the same dungeon over 50 times or so.

    It saddens me to see they did nothing to adjust the Zodiac drops for this patch. Looks like my Nexus relics are just going to remain Nexus except for my Excalibur Zeta, since I don't want to go through that hell again.
    (0)

  7. #7
    Player
    Arkista's Avatar
    Join Date
    Aug 2013
    Posts
    1,572
    Character
    Arkista Valentine
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Hiruke View Post
    The solution is to do more dungeons. The RNG for this is not nearly as bad as almost anything else, and it serves its intended purpose of making sure anyone at all is doing these dungeons to begin with. And yes, I have a Zeta.
    It took me 4 times as long to get all the dungeon items than it did for me to get 12 atmas. I wish there was a way to increase the drop rate, Cause I'm never making another one again.
    (0)

  8. #8
    Player
    LaylaTsarra's Avatar
    Join Date
    Feb 2014
    Posts
    4,918
    Character
    Y'sira Kurai
    World
    Halicarnassus
    Main Class
    Conjurer Lv 100
    It's fine the way it is. All the dungeons are fine too including AV and DD.
    (0)

  9. #9
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    I'm not saying it isn't fine, I actually don't mind it one bit lol. I just saw lots of complaints and then got into the struggle myself with a horrible drop RNG, and thought hmm...what could be implemented that doesn't necessarily break the game, still keeps this Grindy, and gives an alternate approach for those few players who can't stand bad RNG? And I think this is it. And I'm 100% all of you saying it's fine the way it is would use this system if it was implemented

    On top of that I just think it's a FUN idea, the treasure hunter concept has been in FF forever, and people would love to grind out MGP for this and the boring folks could just use soldiery, and I'm sure the people who craft would love feeling unique when it comes to crafting their own.
    (0)

  10. #10
    Player
    Kyuuen's Avatar
    Join Date
    Jun 2012
    Posts
    725
    Character
    Kyuuen Queles
    World
    Midgardsormr
    Main Class
    Dancer Lv 90
    I haven't had this issue, I've been rather fortunate...

    Brayflox HM- 1
    Dzemael Darkhold- 6
    Halatali HM- 2
    Snowcloak- 6
    Aurum Vale- 2
    Hauke Manor HM- 3
    Lost City- 5
    Sastasha HM- 5
    Wanderers Palace- 6
    Copperbell Mines HM- 5
    Hull Breaker Isle- 5
    Qarn HM- 3

    So far it's been fairly smooth sailing.
    (0)

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