Hurray for my first Ifrit weapon! A bow for my ARC26! The very LAST class I intend to level.
/sarcasm
Hurray for my first Ifrit weapon! A bow for my ARC26! The very LAST class I intend to level.
/sarcasm
The current loot system is in place so that the content lasts longer. It has nothing to do with a bad loot system, the change was intentional to hold us over. If this wasn't the case the majority of players would be done with Ifrit already and everyone would be standing around doing nothing again.
Whether or not you agree with their decision is neither here nor there. Fact is, loot works as intended to extend the shelf life of the encounter. Nothing more, nothing less.
In the future I see a better loot system as a fair implementation. As it stands now, this is specifically in place to hold over the more ambitious player, whereas the casual player will conquer this content and receive their reward at a later date.
True, but I wonder why they just do the Ifrit loot like the Darkhold loot? One chest, one chance at a weapon, and a whole bunch of dark matter put in everyone's loot lists to distribute as they see fit.
The drop rate would still be low (1/8th of what it is now, since there's only one chance for a drop), but at least players wouldn't feel the frustration of getting a useless weapon and not be able to do anything about it.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
My tally so far is 6-40 on loot.
However, that breaks down to 3 swords, 2 canes, and 1 axe.
Why is it so hard to see if you have the weapon before giving you another one, and god forbid someone else in party can get it.
There are ways to create a time sink and prolong content that don't rely solely upon dice rolls. Token systems and longer lockout timers are a couple examples. The current system is: farm tapers, kill ifrit a bunch of times, and get a mountain of grade 5 dark matter, duplicate weapons, or weapons for classes you don't play. It's not really the most satisfying system. I'm pretty sure every single poster on the forum can think of something better than this that still accomplishes the necessary time sink.
I'm sure there is. But you missed the part in my posts about changing any current ideas/systems will take away from development time on the roadmap we were given. It's just not feasible, and even if the current isn't ideal, it's not the worst thing this game has seen either.There are ways to create a time sink and prolong content that don't rely solely upon dice rolls. Token systems and longer lockout timers are a couple examples. The current system is: farm tapers, kill ifrit a bunch of times, and get a mountain of grade 5 dark matter, duplicate weapons, or weapons for classes you don't play. It's not really the most satisfying system. I'm pretty sure every single poster on the forum can think of something better than this that still accomplishes the necessary time sink.
Not to mention, the loot system is being changed. Just not right this second.
Yep, pretty much.
There are much better ways of doing this than the current system. Ways that are just as much of a time sink, just without all the frustration and pointlessness.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
I agree the design is silly... but I don't know that you understand fairness and probability
If there is a 10% chance that an item will drop, and everyone has the same percentage, It's not unfair
frustrating perhaps....
For instance, if there is a 10% CHANCE then you could go 100 runs and get nothing, and someone else could go 10 runs and get 10 items
thats how probability works and as long as each person has the same probability then it is technically as fair as it gets
I am not disagreeing with you though... Something about the system needs to be reworked, but not in the spirit of fairness....
Right... I go 0/50, while ls mate goes 8/50, that's totally fair. Those lucky few will have all the weapons in a couple weeks, while the rest will take years. The drop rate is just all over the place, way too random. One percent for some, over ten percent for others. Token system would be much more equal and less frustrating.I agree the design is silly... but I don't know that you understand fairness and probability
If there is a 10% chance that an item will drop, and everyone has the same percentage, It's not unfair
frustrating perhaps....
For instance, if there is a 10% CHANCE then you could go 100 runs and get nothing, and someone else could go 10 runs and get 10 items
thats how probability works and as long as each person has the same probability then it is technically as fair as it gets
I am not disagreeing with you though... Something about the system needs to be reworked, but not in the spirit of fairness....
And I highly doubt it's a set % drop rate, it's more like a random % every time you pop the chest. If it were really a set %, we wouldn't have the wildly varying drop rates that we do now.
Last edited by EcchiMan; 10-27-2011 at 09:20 AM.
Well probability theoretically becomes more equal the more drops you getRight... I go 0/50, while ls mate goes 8/50, that's totally fair. Those lucky few will have all the weapons in a couple weeks, while the rest will take years. The drop rate is just all over the place, way too random. One percent for some, over ten percent for others. Token system would be much more equal and less frustrating.
And I highly doubt it's a set % drop rate, it's more like a random % every time you pop the chest. If it were really a set %, we wouldn't have the wildly varying drop rates that we do now.
So you might be 0/50 and 8/50 now but my money is on the fact that you would both be really close to 80/1000
Thats the thing about probability.... It may or may not be right for this system... but it isn't what i would call unfair
The one thing I would say is items already obtained should be removed from your possible loot pool
Last edited by Rydin; 10-30-2011 at 01:04 AM.
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