

Then what was it? Because I'm pretty sure the only thing that kept people running Dynamis all those years was the crappy drop rate.Yeah, XI's content had very long life (and not because of drop rates because they were actually fine for an older MMO compared to Korean MMOs with 0.1% drop rates.) especially considering the cap remained at 75 for 6 years or so they were a lot more precise in content creation.
As much as I'd like content that could last years..it seems that's not the way MMOs work anymore D:
XI is notorious for its use of low drop rates as a stopgap for any real content.



=\ And yet I've never seen this problem. People did Dynamis because it scheduled in their linkshell (which people always walked out with something they wanted (unless shell is pointbased) aside the notorious pieces to some forum communities, i.e Duelist Chapeau.) Limbus, which also didn't have a bad drop rate and used a currency based reward system for the mainly sought after non-armor pieces. Some Omega and Ultima parts were rarer than others but non too rare that you seen your server devoid of pieces. (Most mainly farmed coins and AF/Relic+1 materia regardless.)
Assaults as well had nothing to do with drop-rates, they were done for ranking, fun (some of them actually were fun "just to do" content) and points toward Salvage (which not even SE fully liked) or gear. Even Sky and Sea gods had decent drop rates that the main reason people kept the events in circulation were because they were always gearing up new members, very rarely did you enter an established Linkshell that didn't wear out a lot of content for it's spoils.
So no, "low drop rate" wasn't the reason content stayed alive in that game, new people had tons of content to do which kept it fresh because people were almost always finally being able to start doing that content, especially if you joined many years later.


Usually in Dynamis ~5 or so people out of 36 walked out with something. The rest were no closer to a reward than when they entered. I spent a year and a half sitting on DKP so I could win a bid on a rdm hat and saw two drop in that time, neither of which I had the points to win. I know some linkshells were throwing away rdm hats. Mine saw a lot of pup gear.=\ And yet I've never seen this problem. People did Dynamis because it scheduled in their linkshell (which people always walked out with something they wanted (unless shell is pointbased) aside the notorious pieces to some forum communities, i.e Duelist Chapeau.) Limbus, which also didn't have a bad drop rate and used a currency based reward system for the mainly sought after non-armor pieces. Some Omega and Ultima parts were rarer than others but non too rare that you seen your server devoid of pieces. (Most mainly farmed coins and AF/Relic+1 materia regardless.)
Assaults as well had nothing to do with drop-rates, they were done for ranking, fun (some of them actually were fun "just to do" content) and points toward Salvage (which not even SE fully liked) or gear. Even Sky and Sea gods had decent drop rates that the main reason people kept the events in circulation were because they were always gearing up new members, very rarely did you enter an established Linkshell that didn't wear out a lot of content for it's spoils.
So no, "low drop rate" wasn't the reason content stayed alive in that game, new people had tons of content to do which kept it fresh because people were almost always finally being able to start doing that content, especially if you joined many years later.
Some maybe you're right in that it wasn't necessarily low drop rates. It was just the random number generator compounded. by the fact that we were completely at its mercy because few events had any sort of progression system like assault.
Sky's problem was that it was a series of lower drop rates that started with a NM camp face off. The fact that SE designed a system that allowed RMT to dominate end game just left a sour taste for me.
I liken sky to winning a radio contest. Generally for those radio contests you can call in for a chance to win the cance to win the chance to win the chance to pick one of 100 keys to see if it unlocks a car to win a one year lease.
In sky you had the chance to get claim on a mob that had a chance to drop an item that gave you a chance to pop another mob which had a chance to drop items including part of a key to have a chance to pop another mob which has a chance drop some bigger items. Assuming no one MPKd and stole your claim along the way.
The only thing the old XI team would have done different with the Moogle quest is point the 5 NMs on opposite corners of the world, make them lottery spawns with 30 minute delays and lower the drop rate plus put a 24 hour cool down on the fight itself.
So maybe XIs drop rates weren't all that bad. It was just exacerbated by all the other arbitrary hurdles in the way.
See, now I think assaults and Nyzul Isle were the perfect mix of what you and Jenn are talking about. Assault gave you points at just the right amount to feel like you made progress for 30 mins worth of work towards some really good gear sets. Somehow, even though the leve system in XIV seemed modelled after assaults (kinda), they failed to pull you into the story in the same manner. Nyzul Ilse was just fun, gear drops or no gear drops, I genuinely enjoyed climbing all 99 floors. Long after I completed the climb to the top, which was no quick feat itself, I was still going in and making runs for item and gear drops. Somehow they just haven't managed to capture the feel of doing those here in XIV yet. I think Yoshi P. did mention something similar to Nyzul Isle in the works, but if its easy mode and made for "casual" players, then its gonna flop (in my opinion ). As with everything else, we shall see.Usually in Dynamis ~5 or so people out of 36 walked out with something. The rest were no closer to a reward than when they entered. I spent a year and a half sitting on DKP so I could win a bid on a rdm hat and saw two drop in that time, neither of which I had the points to win. I know some linkshells were throwing away rdm hats. Mine saw a lot of pup gear.
The only thing the old XI team would have done different with the Moogle quest is point the 5 NMs on opposite corners of the world, make them lottery spawns with 30 minute delays and lower the drop rate plus put a 24 hour cool down on the fight itself.
So maybe XIs drop rates weren't all that bad. It was just exacerbated by all the other arbitrary hurdles in the way.
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