Page 13 of 20 FirstFirst ... 3 11 12 13 14 15 ... LastLast
Results 121 to 130 of 195
  1. #121
    Community Rep
    Join Date
    Apr 2011
    Posts
    509
    We checked in with the dev. team about the drop rates of Inferno Totems and Kupo Nut Charms.

    They let us know that they are looking into the following options for the drop rate adjustments:
    • Increase the drop rate for both items
    • Make them have 100% drop rate, but reduce the number that can be obtained at one time
    We would love to hear your feedback on the above two options. ^_^
    (40)
    Bethany "Rukkirii" Stout - Community Team

  2. #122
    Player
    Hachi-Roku's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    123
    Character
    Isilgeim Ahtsaeswyn
    World
    Excalibur
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Rukkirii View Post
    We checked in with the dev. team about the drop rates of Inferno Totems and Kupo Nut Charms.

    They let us know that they are looking into the following options for the drop rate adjustments:
    • Increase the drop rate for both items
    • Make them have 100% drop rate, but reduce the number that can be obtained at one time
    We would love to hear your feedback on the above two options. ^_^
    If option #2 keeps it so that you can trade the totems/charms that are still in the loot pool, that one sounds great.

    EDIT: and to be doubly clear, if option #2 means that it's one 100% drop of a totem/nut for the party, one totem/nut per run, that would not be good. Someone pointed it out that SE would be that crazy, and I agree.

    The more I think about it the more wary I get. Some clarification if this is per-person or per-party would be appreciated. Thank you in advance!
    (0)
    Last edited by Hachi-Roku; 01-05-2012 at 10:21 AM.

  3. #123
    Player
    TheFatHousecat's Avatar
    Join Date
    Mar 2011
    Posts
    710
    Character
    Deepening Shadow
    World
    Balmung
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Rukkirii View Post
    We checked in with the dev. team about the drop rates of Inferno Totems and Kupo Nut Charms.

    They let us know that they are looking into the following options for the drop rate adjustments:
    • Increase the drop rate for both items
    • Make them have 100% drop rate, but reduce the number that can be obtained at one time
    We would love to hear your feedback on the above two options. ^_^
    Remove totems/charms, keep weapon drop the same, have weapons drop to loot.
    (16)

  4. #124
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    # Make them have 100% drop rate, but reduce the number that can be obtained at one time
    What does this even mean? 1 drop per group? Cause that would be super dumb. Nuts/Totems should be the consolation prize for when you don't get a weapon instead of Dark Matter Grade 5
    (4)

  5. #125
    Player
    totallynotme's Avatar
    Join Date
    Jul 2011
    Posts
    80
    Character
    Talice Raine
    World
    Gungnir
    Main Class
    Gladiator Lv 50
    Hey Rukkirii!

    Hope you had a pleasent New Years, both memorable and that you still remember it.

    Quote Originally Posted by Rukkirii View Post
    [*]Make them have 100% drop rate, but reduce the number that can be obtained at one time
    Just for clarification does this mean a 100% drop rate per individual or "per win" as a group? Like for example would this mean 1 guaranteed totem drop per person or per party?

    I've got about 90 wins now I think, maybe 350+ fights in total. 5/7 on weapons and currently have 6 totems so I'll be done soon but for future reference I really do think 10 wins per weapon is a fair time investment, hardcore or not.

    Quote Originally Posted by totallynotme View Post
    Well after reading the whole thread, the most sensible solution appears to be:

    - Remove weapon drops completely
    - Make totems/nuts a 100% drop (per individual) and
    - Make totems/nuts untradeable
    (5)
    Last edited by totallynotme; 01-05-2012 at 10:23 AM. Reason: grammar

  6. #126
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    *deep breath*
    Okay, my answer is dependant on one thing. My final intent is: If the party can't pile all of their charms/totems in a single person, a guaranteed drop for each party member is better.
    So, thing is, at 100% drop rate but reduced number, is it a small number per party, or per character? If it is one per character, at 100% rate, I prefer that.
    Otherwise, simply increase the drop rate
    (1)

  7. #127
    Player
    Nikita's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,098
    Character
    Her Majesty
    World
    Excalibur
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Rukkirii View Post
    We checked in with the dev. team about the drop rates of Inferno Totems and Kupo Nut Charms.

    They let us know that they are looking into the following options for the drop rate adjustments:
    • Increase the drop rate for both items
    • Make them have 100% drop rate, but reduce the number that can be obtained at one time
    We would love to hear your feedback on the above two options. ^_^
    Does "reduce the number that can be obtained at one time" seem a bit vague or is it just me? I am not sure I understand. Does that mean it is guaranteed to drop for like... 1-2 random party members, instead of a 1% (rough estimate) chance for every individual in the party to receive something other than dark matter?
    (0)

  8. #128
    Player
    Teakwood's Avatar
    Join Date
    Oct 2011
    Posts
    589
    Character
    Vai Greystone
    World
    Zalera
    Main Class
    Arcanist Lv 90
    Seconding the "what does this mean exactly" before I actually give feedback. 100% drop rate per person, or per group? And if it's per-person, does the remainder mean "with a very low chance of getting two", or something? Would this cause the totems to bypass the loot pool as per Ifrit weapons to prevent one person getting a weapon in two or three runs if everyone cooperated? Or would that be allowed?
    (0)
    7UP!


  9. #129
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    If you could please clarify what you mean with the 2nd option, that would be great. It sounds like one person each run will always get a totem, multiple people MAY get it but not as many people as was possible before. That sounds more beneficial in the long run because I've never had totems drop for more than 3 people.

    I think Will Brannigan's suggestion is also fair, to make the Totems and charms the consolation prize if you don't get a weapon. I'd be ok with the required totems/charms being increased to a reasonable amount. The only issue if that's the case is that it's somewhat unfriendly to random players in pickup groups (my LS usually needs to pick up 1-2 randoms when we run).

    However, new players that haven't done the fights yet at all will benefit because they will have less of a rough time with drop rates and those of us that have done the fight dozens, maybe hundreds of times can finally finish off whatever we need from Ifrit. With new content coming in a month I think it's fine to help players get these items more quickly.

    I don't think at the end of the day the pickup group issue is that big a deal. Most groups run quite a few times and everyone feeling like they are getting somewhere helps keep people motivated to stick together even if a run or two goes bad. This stuff is supposed to be dealt with a committed group, and is already casual-accessible by the fact that you can reenter quickly and now the fights are much easier to attempt multiple times, so I don't think the more dedicated players need to suffer for it further.

    Also, getting rid of the Dark Matter consolation prize would help return its value to something reasonable.
    (0)
    Last edited by Estellios; 01-05-2012 at 10:39 AM.

  10. #130
    Player
    GemGenie's Avatar
    Join Date
    Mar 2011
    Posts
    33
    Character
    Natalie Barbay
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Increase the drop rate for both items
    Make them have 100% drop rate, but reduce the number that can be obtained at one time

    The above 2 options seems disappointing. I guess it's talking about the drop rate as a pool for 8 ppl party.

    The current drop rate is about 35% with 1-3 shared with 8 ppl?
    So either increase to 60% drop rate for 1-3 totem shared with 8 ppl or 100% drop 1 totem shared with 8 ppl won't fix much.

    Honestly, what is the dev expectation of how many wins we need for ifrit or moogle? Why not just make it simple? If they want us fight 100 times win to get 1 weapon, just make totem 100% drop to each person loot list and make it 100 totem per weapon. Even it's insane, extreme unlucky ppl still can get some progress. How many stories we have heard about unlucky and lucky ppl? One of the ls guy just got 3 ifrit weapons out of 4 wins and 1 moogle weapon by 1 win where some others at 0/40 on ifrit and ya my fd just got a ifrit bow after 20 wins but archer is the only class he is not 50
    (0)

Page 13 of 20 FirstFirst ... 3 11 12 13 14 15 ... LastLast

Tags for this Thread