Lol that didn't take long. Honestly I read your post and thought for sure no one would say that. And then....
Too easy to exploit, as others have pointed out. If you aren't really an active player you can register so you will get card drops then just Need every time by never adding it to your deck and watch the MGP roll in when others are completely locked out.
Which is why I made an edit on the first post, and said something about it on the 4th page. It would change things to a possible quest based system so that way people would be able to get the cards, not have to fight with RNG being unfavorable, and that way people could do whatever they wanted with the cards. And I made that edit because people kept pointing out the same things like you're doing.
It's an evil system, but it's there to get people to do said content more than they normally would. Now I think there is a way to exploit ones vanity with these cards but I don't think people are going to like it. Foil Cards. Let's say you can only Need the card on a weekly basis and greed the rest of the week. However the cards which drop in this manner now have an RNG chance of being a foil/shiney card when used. You would have a group of people who do said content, fight over the weekly need, and then attempt to greed the rest of the week if they really wanted the "rare version" of the card while not affecting it's purpose in being there. To get people to do the content more than they would.
That can be achieved with several systems, tho'.
If you have a 10% chance to get an item or you have to get 10 completion tokens from that content, the average amount of runs to get it will be close to identical. RNG only adds a very minimal amount of extra runs on average because outliers are open ended.
Likewise, having a 10% chance for an item to drop and having 4 people roll on it is roughly equivalent to a 2,5% chance for the item to just drop into your inventory. Which is equivalent to needing 40 completion tokens. On average of course.
You can freely convert between personalized loot systems, open loot systems and token systems without compromising the function of the loot - to make you re-run content. RNG systems in general have the advantage that they allow for instant gratification despite high average run numbers (and thus, function like a cross-subsidy from unlucky players to lucky players). Token systems equalize the amount of runs and don't allow for instant gratification.
Just roll Need on it if you want it, oh my god.
♥ Baby, tell me, what's your motive? ♥
This pretty much. I don't understand why they changed the system with the Heavensward 24 mans.Better yet, just make it so that if someone is in the raid they have a chance of obtaining the card once the final boss is defeated as part of the personal loot system. That would align well with the drop chance for most other cards tied to PvE content and it'd be less frustrating than losing out week after week because you're usually competing against twenty three other players to roll the higher number.
Still, I wouldn't oppose you own idea - that would make things less annoying as well.
With personal loot everyone in the party has a chance of getting the cards for their collections or mgp without hurting anyone else's chances.
So, this is apparently implemented now in a way? My boyfriend tried to roll on the card, which they had in their inventory and already claimed, and they couldn't roll on it.
So it looks like people can only get 2 at most now when they go into dun Scaith~
Diabolos card has been unique. Older raids are not.
EDIT : I know crystal tower cards are not unique. Looted 2 today. Xande and Cloud of Darkness.
Last edited by Stitches1974; 04-19-2017 at 01:50 AM.
I don't see the problem. Is rolling need whenever I can a bad thing now? Is it wrong to do something I am allowed to do?
It's not like I am rolling need on gear that someone could use to improve their ilevel. But TT cards? Free MGP, if you ask me.
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