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  1. #1
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    People will, more often than not, prefer the tome system over random drops. This is largely because drops come from 3 places:

    1.) Dungeons
    2.) 24-man Raids
    3.) 8-man Raids

    2 out of the 3 of these are on a weekly lockout and the other is completely faceroll. RNG is no fun at all when the content itself isn't fun - you wouldn't want to run a dungeon over and over and over to get that one piece of loot you wanted because it would be a chore, which isn't how a game should be.

    The content that works best atm is, imo, EX Primals. RNG system w/ tokens to circumvent RNG, extra fun loot, and fun fights (even if they've gotten quite dumbed down lately they're still fun mechanically). If dungeons and raiding could be as appealing as EX Primals I think we'd have a more enjoyable end game.
    (0)

  2. #2
    Player
    Pyretta_Blaze's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    625
    Character
    Hazel Meade
    World
    Excalibur
    Main Class
    Fisher Lv 51
    I prefer random drops with a token or currency as a bad RNG safety net.
    (1)

  3. #3
    Player
    Xlantaa's Avatar
    Join Date
    Feb 2015
    Posts
    1,000
    Character
    X'lantaa Lizhashen
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Tomes. Okens or whatever. Ensure prize for completing things is the best. RNG is a bullshit when you roll shit all the time. Also is unfair and unbalanced . One person can have luck and obtain all the time items, and other can be stuck days for a single one.
    (1)
    Last edited by Xlantaa; 12-02-2016 at 03:44 AM.

  4. #4
    Player
    Eldevern's Avatar
    Join Date
    Sep 2013
    Posts
    2,009
    Character
    R'lileen Min'enoth
    World
    Cerberus
    Main Class
    Thaumaturge Lv 80
    The problem with rng as it currently exists, is you can farm indefinitely without getting what you are running for. Hopefully, I don't do Xelphatol/Gubal for BLM gear, I only see hands since I do daily roulette. The only and one item. That's the current problem with the "RNG by SE".
    (0)
    Last edited by Eldevern; 12-02-2016 at 03:51 AM.

  5. #5
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    The day SE switches from a tomestone system to a system of pure RNG is the day I quit the game. Nothing is more frustrating than running content for hours on end and not getting that last piece you need, and RNG based systems themselves are one of the biggest reasons why I quit playing MMOs. Tomestones are better in that they are guaranteed progression so long as you do the content. Dungeon drops shouldn't be useful if you're already in tome gear, either.

    Suffice to say, me and Desire Sensor-esque mechanics don't get along, at all.
    (0)

  6. #6
    Player
    Warghoul570's Avatar
    Join Date
    Aug 2015
    Posts
    206
    Character
    Brian Darkalter
    World
    Kraken
    Main Class
    Paladin Lv 90
    I prefer tomes.. you know what your getting instead of constantly grinding a dungeon or raid you hate hoping for not only the piece you need to drop but to hope you don't get outrolled for it
    (0)

  7. #7
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Question for anyone who favors RNG-only dungeon drops: would you also favor random experience gains? Like, instead of gaining experience for each kill based on the level of the mob, you randomly gain experience each time you do anything, at a very low rate. Essentially, using FFXI's skillup system for experience. Where you can do a leve and maybe you'd gain a full level, or maybe you'd gain absolutely nothing. Does that sound appealing?

    Because that's the same concept as RNG-only drops. It's also the original class experience system in 1.0. A system that was so hated that it was changed almost immediately. A system that caused almost all of my friends to quit even before they realized all of the other myriad flaws in 1.0. So... why are we calling for that kind of system, again?
    (1)

  8. #8
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Talraen View Post
    Question for anyone who favors RNG-only dungeon drops: would you also favor random experience gains? Like, instead of gaining experience for each kill based on the level of the mob, you randomly gain experience each time you do anything, at a very low rate. Essentially, using FFXI's skillup system for experience. Where you can do a leve and maybe you'd gain a full level, or maybe you'd gain absolutely nothing. Does that sound appealing?

    Because that's the same concept as RNG-only drops. It's also the original class experience system in 1.0. A system that was so hated that it was changed almost immediately. A system that caused almost all of my friends to quit even before they realized all of the other myriad flaws in 1.0. So... why are we calling for that kind of system, again?
    I don't think many people prefer RNG only systems. As I said earlier the primal extreme system is practically perfect. the content has direct rewards that drop when you beat it. and if RNG is terrible its not so bad because you still get a token and thus progress is guaranteed.

    the other thing with primal loot systems is there's no lockout. if players want to they could grind the hell out of Sophia and get every weapon on the first day or 2 of the patch.

    it really is the best loot system in XIV. and should be more widespread across content. it's a system where you can not lose. and thus is almost perfect
    (0)

  9. #9
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Talraen View Post
    Question for anyone who favors RNG-only dungeon drops: would you also favor random experience gains? Like, instead of gaining experience for each kill based on the level of the mob, you randomly gain experience each time you do anything, at a very low rate. Essentially, using FFXI's skillup system for experience. Where you can do a leve and maybe you'd gain a full level, or maybe you'd gain absolutely nothing. Does that sound appealing?

    Because that's the same concept as RNG-only drops. It's also the original class experience system in 1.0. A system that was so hated that it was changed almost immediately. A system that caused almost all of my friends to quit even before they realized all of the other myriad flaws in 1.0. So... why are we calling for that kind of system, again?
    No, I would not like that, and I don't see it as a remotely similar concept.
    (2)

  10. #10
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by Kaurie View Post
    No, I would not like that, and I don't see it as a remotely similar concept.
    It is, however, nearly identical. In the case of rng based loot drops, your progression is wholly and entirely dependent on RNG to give you the item you need with the stats you want to progress. Similarly, having levels increase based on RNG is, again, leaving the entirety of your progression up to the whims of the Desire Sensor. Why is it OK for one form of progression to be rng locked, while another form isn't?
    (0)

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