No, but really, the totems/charms just seem so unnecessary. Why do we need them, again? There's a simpler way to solve this issue, and it feels dumb that all this work is going into a system that we don't need.
ie: Y U NO DROP TO LOOT
No, but really, the totems/charms just seem so unnecessary. Why do we need them, again? There's a simpler way to solve this issue, and it feels dumb that all this work is going into a system that we don't need.
ie: Y U NO DROP TO LOOT


I would like to offer up my linkshells data with the kupo nut charms. Unfortunately, we haven't done enough Ifrit's in 1.20 to make a good assumption if it needs an increase or not, but the general view point it seems is that the Totems have a horrid drop rate.
Anyways, here are our Good King Moggle Mog XII statistics.
Obviously these drop rates don't reflect what everyone else is getting in the game, but from this data I personally don't believe making them 100% drop rate is needed (the nuts, cant say for the totems). Since multiples can drop at a single time, (most we've seen is 3 at a time) it seems that it will most definitely average out to more then 1 nut per run in the long run.
I think the larger issue at hand, which some have commented on is that these items (both the nuts and totems) aren't needed at all. Simply allowing the items to fall into the loot list is the easier fix to this issue. I'm not really sure why SE allowed for this to happen in Darkhold, but not in the Primal battles. Oh wait, I do. To create an incredibly frustrating and company-hating time sink. Grats? ;\
It would be wiser to allow players to blow on through content with nothing to do afterwards, then to piss on us while we ram our heads against our keyboards, watching items which we've already obtained drop one after another while someone else could have used it. I fear if this game gets "real", this is the kind of crap we'll have to deal with for larger numbers.
Better idea Yoshida and Co. Allow the weapons to drop into the loot pool, don't worry about players snatching up items and running off with them (ie. stealing). The community will deal with those players, with such low numbers across servers, people like that won't last very long.
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We just want to enjoy our game and the time we spend with it. To still be killing Ifrit after 300+ times just to get that last person his/her last item is NOT FUN. It's ridiculous. To see that it's possible to get nothing for 10-20 minutes of work is NOT FUN. It's ridiculous. Use this as motivation. Since players will blow on through content fast if the weapons drop to the loot pool, it should force you guys to create better and long lasting content for us to play with.
All of these instances are nice--correct steps for the future, but create something more grand each and every time. Create something worthwhile, create something with replay value. Your SE, you know how to create effective time sinks as well as replayable content, go back to your roots!
Last edited by Keftenk; 01-05-2012 at 09:13 PM.
How about we make it so 1 weapon drop is guaranteed for the party, in someone's loot list, with a second one having a chance to drop, and getting rid of the totems? (of course that would need a proper need/greed system in place but I really prefer it to the current shit system even without need/greed options). Then the party can distribute the weapons as it sees fit.
I seriously don't care anymore if this system resembles WoW or whatever other MMO. End this fucking bullshit already. Last 24 fights IN A ROW dropped only DERP matter. IN a fucking ROW.
How exactly am I rewarded for putting the time and effort in to learn and kill Ifrit if this crap keeps going on? Thats a bullshit excuse and way to design "long-lasting end-game content". Do you know which other game has retarded drop rates like this? Cabal Online. A free-to-play fail. Is that what you are aspiring your game to be?
Other fix would be to keep weapon drops abysmally low, in inventory or loot list, and have 100% totem drops for EACH member every win. This will make it viable to also try Ifrit with a random group. And don't you even DARE coming in and farting around saying 10 wins for 1 weapon is not PERFECTLY reasonable. We would still be required to win the fight 70 times to kit out all our classes.
TLDR: Putting in the time to learn and prevail against a boss fight, Ifrit or whatever, SHOULD have some kind of meaningful reward. Make it so, either by 100% totems for everyone or weapons in lootlist or whatever REASONABLE way. If this keeps going on players will be gone from the game faster than a fart lights on fire. And rightfully so.

http://wiki.ffxiclopedia.org/wiki/Therion_Ichor
Or some more practical variant thereof.
Why should all the drops in this game be luck based?
Edit: Im sure something like this was already alluded to in the previous 14 pages. But that's because to everyone but SE, its blindingly obvious.



My only guess is that currently only X amount of totems can drop at once, say like 3-4? (You'll never get a time when all 6 pt members get one)
So they ar ethinking of reudcing that number, maybe to 1-2?
Since they are tradable this makes it OK imo.
But clarification is needed!
100% for EACH player after a win...yes pls!


Making the weapons drop to loot and able to be traded opens the way for the selling of the weapons which is probably what they are trying to avoid.
Removed due to size restrictions and possible seizures risks.



If someone wants to pay the group to let them have a weapon drop that is their right...personally, I'd rather just be able to have the weapons drop to loot for the simple reason 'KK doesn't like farming mobs forever so everyone can get the drop they want.' I'd rather be able to pass the bow to the archer who needs it (friend or not) than see it disappear because I already have one in my inventory. Heck, even if they made it so weapons still only dropped to individual players and the player couldn't trade it via the loot system unless they already had the same weapon, I'd be cooler with that.
Ideally though, get rid of key items, just let the weapons drop to loot and let each individual group decide how to split up the bounty. Sure, there will be dicks who 'steal' loot etc. but in a small community it doesn't take long for players to get a rep. good or bad. Just let us have control over who gets the weapon we as a GROUP worked to get.


The vision that SE is having, I think, is gilsellers perfecting a seven-man kill of Ifrit and then selling Ifrit's weapons for money. You pay, you sit and watch while they kill, you get the weapon.If someone wants to pay the group to let them have a weapon drop that is their right...personally, I'd rather just be able to have the weapons drop to loot for the simple reason 'KK doesn't like farming mobs forever so everyone can get the drop they want.' I'd rather be able to pass the bow to the archer who needs it (friend or not) than see it disappear because I already have one in my inventory. Heck, even if they made it so weapons still only dropped to individual players and the player couldn't trade it via the loot system unless they already had the same weapon, I'd be cooler with that.
Ideally though, get rid of key items, just let the weapons drop to loot and let each individual group decide how to split up the bounty. Sure, there will be dicks who 'steal' loot etc. but in a small community it doesn't take long for players to get a rep. good or bad. Just let us have control over who gets the weapon we as a GROUP worked to get.



Well, I'd prefer they punish anyone who uses or is a RMT rather than making good and honest players jump through hoops. Also, if SE is worried about having an army of elite, rank 50 RMT's maybe they should look into changing the enforcement, and their watching of RMT activities. As the system is now, it discourages group cooperation, helping others get their weapons (it could literally take 100+ successful runs to get someone 2-3 weapons they actually want atm), and players in general, from doing these battles. It just seems silly to me that SE can't make weapons drop in the loot so people can pass/lot them as needed and still prevent RMT's from taking advantage of the system.
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