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  1. #1
    Player
    AzraelX's Avatar
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    Jan 2015
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    586
    Character
    Irvin Izanagi
    World
    Gilgamesh
    Main Class
    Samurai Lv 80

    DEV REQUEST: Individual loot

    Is there anyway we can get individual loot into the game so therefore everyone leaves the instance with something even it random? similar to DCUO

    So instead of rolling on loot- all that loot would go to your inventory. Everyone gets different loot but it is all theirs. So if we beat a boss and 4 items drop then all all 4 items will go to each person- but people would receive different items

    What do you guys think?
    (0)
    Last edited by AzraelX; 05-13-2015 at 03:55 PM.

  2. #2
    Player
    nuyu11's Avatar
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    Jan 2015
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    Character
    Kokotsu Kotsu
    World
    Masamune
    Main Class
    Archer Lv 70
    Same like WoW?
    (0)

  3. #3
    Player
    AzraelX's Avatar
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    Jan 2015
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    586
    Character
    Irvin Izanagi
    World
    Gilgamesh
    Main Class
    Samurai Lv 80
    Quote Originally Posted by nuyu11 View Post
    Same like WoW?
    I never played WoW - how do they do it?
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  4. #4
    Player
    KisaiTenshi's Avatar
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    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by nuyu11 View Post
    Same like WoW?
    I've never played WoW... I've played other games...
    buut...

    Generally the loot system is as bad as it is in MMORPG's due to the historical problem of either "farming" easily obtainable items for people who ~already~ have the gear, and other players picking up the loot from the floor that players didn't immediately pick up. One of the earlier "vac-hacks" that were eliminated by changing how loot systems work so other players couldn't pick up objects that wasn't theirs, and later didn't drop anything to the floor at all, just straight into inventory.

    The first time I actually saw the greed/need system was SWTOR, which I already knew was a WoW knock off because of how many freaking people kept comparing it during the Beta. Something that Final Fantasy XIV:ARR does better (or worse, depending on your POV) is that the gear system at least resembles gear. Games like SW:TOR, Star Trek Online, and numerous medieval-fantasy have no distiction between a poorer gear and a great gear other than a rarity indicator, so when you get these need/greed boxes, people don't #1 know why they are getting the box, and #2 if the item being rolled for is good or trash.

    Fortunately FFXIV's stuff isn't usually trash. But I think automatically giving people what they want on the first go is just incredably stupid, players won't replay content once they get what they want from it, but on the other hand, I think RNG-based loot is also pretty stupid. How many times have I run WoD and not seen the healer chest piece? I've never seen it even once. I've seen the DRG/NIN/MNK gear dozens of times. I gave up and just bought the poetics tomes gear chest piece.

    If the token system does what I think it will do, that will be replacing the "tomes" system we already have as well. eg every time you complete a dungeon but pass on the loot, you get a token for that dungeon. Each dungeon, like before only gives certain sets of gear, and if you pass on every gear, you just get the token instead. Trade several tokens in for the specific gear piece you want. This is kinda how the level 70/80/90 gear worked before, you rolled on the "old" unusable gear and traded it in for the piece you wanted. Except this probably simplifies the process so you don't have to dig through a dozen menus of NPC's looking for what exactly is traded for what.

    Flooding the game with yet more useless stuff that is neither crafting materials nor tradeables just makes it not worth doing once you get what you wanted. So SE has to balance the needs of the few with the needs of the many. The entire tomes system was flawed in that way, because people were doing the dungeons to farm tomes, but since you can only get 450 poetics in a week, most people could get that in a day if they really wanted. Or just spread it over a week and do just each roulette once per day.

    Quote Originally Posted by Marxam View Post
    They will need to seriously change the loot since they are adding more jobs. I would prefer individual loot reduced to only minions and TT cards and make them UU (maybe not TT cards if they plan to implement a trade system) since I'm really tired of seeing minions selling more than actual gear that can be used for progression as well as annoyed at how many times i get beat on the Puff minion.

    I'm hoping that loot will be distributed evenly i.e in the first raid level you will get four loot chests with two being for dps and the other two for tank/healer.
    ...
    You can't sell the Puff of Darkness. Though it will let you keep need'ing on it every time (that really should be fixed... don't allow "need"'s on unique items the player alreadys has, in both their inventory and their retainers.)

    As for "one chest per person" , that's exactly how Mabinogi works, and is actually worse than FFXIV in that regard. In Mabinogi, IF there is a rare item, it is randomly added to one of the end chests ... along with a bunch of usually trash loot and some money. Getting rare stuff from dungeons in that game was super-hard (as in people would run it 100 times and get nothing every time, RNG is hateful.) and the rare items sold for millions, which is why people farmed them, even dragging along as many "mule" characters just to fill party spots so they got more chests. That system is awful for so many reasons, but the fact that you could run it 100 times and get nothing but trash that you can't even sell just makes it so much more infuriating.

    There's no reason for people to explore dungeons if they are guaranteed the item on the first go. A game stops being a RPG game with a risk vs reward, when impatient people take the fun out of the game.

    The proposed Token system sounds like a way to just put a floor under the amount of grind needed to get something useful. So you don't end up running a dungeon 100 times, and see the Ninja pants 97 times and Dragoon gear 3 times, but you're a caster.
    (0)
    Last edited by KisaiTenshi; 05-13-2015 at 05:25 PM.

  5. #5
    Player
    Lamentations's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    193
    Character
    Lamentations Finito
    World
    Sargatanas
    Main Class
    Gladiator Lv 30
    Quote Originally Posted by KisaiTenshi View Post
    So SE has to balance the needs of the few with the needs of the many.
    Lol Kisai, this statement totally made me flashback to the statue of Spock on New Romulus,^^

    Two tac fleet admirals, one fed (Vulcan), one rommy (alien), and a fed engineer (alien) and fed sci (joined trill), both fleet admirals as well.

    Anyway, great read, I remember another thread with tokens mentioned, very interested in seeing how this will work.
    (0)
    Last edited by Lamentations; 05-13-2015 at 07:14 PM.

  6. #6
    Player
    nuyu11's Avatar
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    Jan 2015
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    735
    Character
    Kokotsu Kotsu
    World
    Masamune
    Main Class
    Archer Lv 70
    Current system is every boss drop loot, but random gear and we need to roll.
    In WoW personal loot you have a some % chance that you have a loot from boss individually based from your class and role in that time.
    In short after you kill boss either you have loot drop or not, if yes it goes straight to your inventory.
    (0)

  7. #7
    Player
    Spiritreaver1217's Avatar
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    Jul 2014
    Posts
    115
    Character
    Spiritreaver E'kenere
    World
    Diabolos
    Main Class
    Rogue Lv 50
    Quote Originally Posted by nuyu11 View Post
    Current system is every boss drop loot, but random gear and we need to roll.
    In WoW personal loot you have a some % chance that you have a loot from boss individually based from your class and role in that time.
    In short after you kill boss either you have loot drop or not, if yes it goes straight to your inventory.
    Never played WoW, that's a pretty interesting system. Reminds me of one of the few things in TESO that i would like to see implemented anywhere else.

    In that game in some events like say the open world Anchor fights, after the battle a chest is dropped. Depending on how much you contributed, you will see the chest or you wont. If you earned access to it, the chest will have some decent random loot in it. And everyone who has access to it gets their own loot from the chest.

    Personally, i'd be fine with an addition like something this or some iteration thereof.
    (0)

  8. #8
    Player
    NintenPyjak64's Avatar
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    Jun 2012
    Location
    Gridania
    Posts
    1,187
    Character
    Evercy Warclan
    World
    Leviathan
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Spiritreaver1217 View Post
    Never played WoW, that's a pretty interesting system. Reminds me of one of the few things in TESO that i would like to see implemented anywhere else.

    In that game in some events like say the open world Anchor fights, after the battle a chest is dropped. Depending on how much you contributed, you will see the chest or you wont. If you earned access to it, the chest will have some decent random loot in it. And everyone who has access to it gets their own loot from the chest.

    Personally, i'd be fine with an addition like something this or some iteration thereof.
    The issue with the system was that your initial drop percentage was really low (though it did gradually grow higher each consecutive fail from what I hear). If it failed you got a pitiful amount of gold. Not even close to enough for repairs. People looked at it this way: Master Loot guaranteed ~2-3 pieces of loot dropping from a raid boss, but with personal loot, there was a chance all people could get loot, or nobody could get loot.
    On top of that, let's say you have 2 people in the same raid, one really low geared and one really high geared. The low geared one NEEDS the loot but personal loot dictated otherwise and thus the better geared player now has a piece of loot that's only good for disenchanting. This hurts progression slightly when you need the lower geared person's DPS to pick up, but they can never get gear

    Granted that's how WoW implemented the system. That probably won't be at all how SE implements it, but first I want to see reception to the new Master loot and All Greed systems
    (3)
    Last edited by NintenPyjak64; 05-13-2015 at 04:09 PM.

  9. #9
    Player
    ruskie's Avatar
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    Aug 2013
    Posts
    1,966
    Character
    Asny Rak'nys
    World
    Cerberus
    Main Class
    Bard Lv 70
    They are changing the loot system in 3.0... from what I understand primals will be dropping tokens(I assume alongside normal loot)(each person will automatically get a token from what I understood) so if you don't get what you want after what was it 10 runs you can trade in the tokens. From what I understand Alexander normal will be more like the towers with 1 loot/floor(?)/week/person - runable as much as you want - I don't believe they've detailed the savage mode Alexander loot yet(could be mistaken).

    Wouldn't mind having an extra chest that is individual loot though - with a bit larger loot pool.
    (1)

  10. #10
    Player
    nuyu11's Avatar
    Join Date
    Jan 2015
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    735
    Character
    Kokotsu Kotsu
    World
    Masamune
    Main Class
    Archer Lv 70
    Quote Originally Posted by ruskie View Post
    Snip
    yeah I have read about that also, there will be a currency system.
    I think SE make that to give the casual player to play with their own pace.

    Because with the RNG loot systems, casual player have a low chance to earn a what they want, unlike hardcore player they can farm all day long. With currency like that, I think casual player can have things what they want, it just take some times.

    This is what I thought.
    (0)

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