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  1. #1
    Player
    Rydux's Avatar
    Join Date
    Sep 2015
    Posts
    5
    Character
    C'hannon Lowell
    World
    Balmung
    Main Class
    Dark Knight Lv 70

    [Dev Request] Would it be possible to implement a token system for dungeon weapons?

    It might be presumptuous for me to assume, but if the dungeons in Stormblood take after the Heavensward dungeons then we might expect to see weapons drop at the end of the leveling and post game dungeons. But with the addition of SAM and RDM jobs, the problem that we already have with weapon drops in Heavensward dungeons will only worsen with the new job weapons added to the rotation. I am sure that there had been players, such as myself, that have leveled several jobs through these dungeons without seeing a specific weapon drop.

    So I would like to request the devs to implement a token system for the Heavenward and upcoming dungeons that are to drop weapons in Stormblood, much like what we have now for the Extreme trials.

    Some may argue that implementing a system would remove the seasoned players from assisting players that are leveling their jobs in the duty finder, but the presence of the token system would present itself with the incentive to run these dungeons again. Since even if the weapon they desired did not drop at the end of the dungeon, there's always the assurance that they can still get the weapon with the tokens.
    (4)

  2. #2
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    I thought my luck on drops was due to change with this patch, but I'm having horrible luck on Baelsar's Wall and Dun Scaith pieces that I wanted. Weeks pass by and I don't see the pieces I want ever, but I've seen certain unwanted pieces several times over.

    Ok, I will offer up an idea. Instead of tokens, which some people are getting tired of having so many, how about they let the us craft copies of the dungeon gear, either by using unique materials gained by desynthing any gear from that dungeon, or by adding a sort of blueprint material to the loot pool, like how Coil has aetherstone materials used to craft replica gear.
    (1)

  3. #3
    Player
    Kaedan's Avatar
    Join Date
    Mar 2011
    Posts
    1,891
    Character
    Kaedan Burkhardt
    World
    Atomos
    Main Class
    Gunbreaker Lv 100
    A much better option, IMO, would simply increase the number of weapons that (potentially) drop. Just increase the chance to 2-3 instead of just one.

    A token system doesn't make much sense since you will be replacing the weapon almost immediately. Leveling gear isn't very useful for the most part.
    (6)

  4. #4
    Player
    RaijinSupreme's Avatar
    Join Date
    Jan 2015
    Posts
    634
    Character
    Dynamo Malevolti
    World
    Sargatanas
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Kaedan View Post
    A much better option, IMO, would simply increase the number of weapons that (potentially) drop. Just increase the chance to 2-3 instead of just one.

    A token system doesn't make much sense since you will be replacing the weapon almost immediately. Leveling gear isn't very useful for the most part.
    yeah, but some them look cool lol.
    (3)

  5. #5
    Player
    Callinon's Avatar
    Join Date
    May 2014
    Location
    ???
    Posts
    1,557
    Character
    Callinon Soulforge
    World
    Ultros
    Main Class
    Dancer Lv 90
    I actually just leveled my WAR from 50 to 60, mostly in dungeons. Guess how many axes dropped in that time.

    Zero.

    None.

    No axes.

    I was using my 130 poetics weapon the entire time.

    I don't think a token system makes a lot of sense just because of how fast you outgrow a particular dungeon, but can we drop more gear and fewer clear prisms?
    (1)

  6. #6
    Player
    Nixxe's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    1,470
    Character
    Nixx Delumi
    World
    Sargatanas
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Callinon View Post
    I don't think a token system makes a lot of sense just because of how fast you outgrow a particular dungeon, but can we drop more gear and fewer clear prisms?
    I think for leveling dungeons this might be a good idea. While the game needs to control how fast people can gear up, in leveling dungeons you don't really stop running them when you get gear so much as when you can move on to the next dungeon and/or no longer need experience. Because of this, it's not really a problem if people can gear up quickly in sub-cap dungeons and each boss doesn't need to drop a full set of gear, it probably wouldn't hurt to make sure each chest drops a piece, perhaps with some even guaranteed to drop weapons, the gear with the narrowest use.
    (1)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,749
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Callinon View Post
    I actually just leveled my WAR from 50 to 60, mostly in dungeons. Guess how many axes dropped in that time.

    Zero.

    None.

    No axes.

    I was using my 130 poetics weapon the entire time.

    I don't think a token system makes a lot of sense just because of how fast you outgrow a particular dungeon, but can we drop more gear and fewer clear prisms?
    While leveling dungeons might then unintentionally further outpace crafting and FATEs (for the few levels GC gear is relevant, ha), I can't say that'd be a bad direction to go in.
    _____________________________________

    @OP:
    Alternatively though, why use a token/totem system? Why not just have tomes that are leveling-relevant, each dungeon giving and its gear costing more than the next, purchased from some scavenger outside the dungeon entrance, to whom you can also cash in dungeon gear that one of your classes can equip for extra tomes (roughly half its price)? Or, give some overlap to the dungeon "currency" dropped, such as the garlean coins before (but for which cashing for regular gil would only be a last resort now).
    (0)

  8. #8
    Player
    Rydux's Avatar
    Join Date
    Sep 2015
    Posts
    5
    Character
    C'hannon Lowell
    World
    Balmung
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Shurrikhan View Post
    @OP:
    Alternatively though, why use a token/totem system? Why not just have tomes that are leveling-relevant, each dungeon giving and its gear costing more than the next, purchased from some scavenger outside the dungeon entrance, to whom you can also cash in dungeon gear that one of your classes can equip for extra tomes (roughly half its price)? Or, give some overlap to the dungeon "currency" dropped, such as the garlean coins before (but for which cashing for regular gil would only be a last resort now).
    The reason I brought up a token/totem system is that having each dungeon a unique token/totem would give the players more reason to return to that specific dungeon, rather than relying on something more universal like tomes, so that there'd be a healthy supply of players assisting those needing to level in that same instance. So that even if a player had outleveled the dungeon they'd have some motivation to return and run it again to grab the token if they still desired to obtain the weapon that they were unable to get during leveling. Essentially, it's to make the weapons more readily available to obtain, but not so much that it kills the flow of outleveled players running that dungeon for the gear.
    (0)
    Last edited by Rydux; 02-21-2017 at 03:54 PM.

  9. #9
    Player
    Watachy's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    1,200
    Character
    Koda Ko
    World
    Spriggan
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Rydux View Post
    The reason I brought up a token/totem system is that having each dungeon a unique token/totem
    Make your token a quest object and not added to my inventory and im all in !
    (0)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,749
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Rydux View Post
    The reason I brought up a token/totem system is that having each dungeon a unique token/totem would give the players more reason to return to that specific dungeon, rather than relying on something more universal like tomes, so that there'd be a healthy supply of players assisting those needing to level in that same instance. So that even if a player had outleveled the dungeon they'd have some motivation to return and run it again to grab the token if they still desired to obtain the weapon that they were unable to get during leveling. Essentially, it's to make the weapons more readily available to obtain, but not so much that it kills the flow of outleveled players running that dungeon for the gear.
    I guess that's where we don't quite see eye to eye. I don't think players should typically have to run outleveled dungeons for their gear, let alone go another 3 times just to be able to pull a single item out of the grind while their friend has already gotten 4 pieces. The totem/token system is last resort mitigation for RNG. That may vary with cost, from the 99 totems for a (~.7% DR) bird to 10 for a (7.7% DR) weapon, but it's only ever aided the bare minimum as a pity prize. If something's to be created to aid leveling gear consistency, it should aim to do so intuitively and with appreciable steps within the leveling rate.
    (1)

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