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  1. #141
    Player
    MeeYow's Avatar
    Join Date
    Jan 2012
    Location
    Windurst
    Posts
    171
    Character
    Mee Yow
    World
    Ragnarok
    Main Class
    Paladin Lv 60
    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.
    (0)

  2. #142
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    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!
    (1)

  3. #143
    Player
    Sontawila's Avatar
    Join Date
    Apr 2011
    Posts
    161
    Character
    Sontawila Wila
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    100% for EACH player after a win...yes pls!
    (4)

  4. #144
    Player
    Keftenk's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    802
    Character
    Keftenk Duras
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    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.

    ---

    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!
    (3)
    Last edited by Keftenk; 01-05-2012 at 09:13 PM.

  5. #145
    Player

    Join Date
    Mar 2011
    Posts
    61
    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.
    (0)

  6. #146
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator 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. ^_^
    Hi Rukkirii,

    Thank you for providing us the latest information and feedback request from Yoshida-san and Co. I'd vote for Option "#3" as seen in many threads:

    • Allow the Weapons to be dropped into the Loot Pool, to be passed to others as we so chose.
    Please let Yoshida-san know that we understand that they don't have enough content to keep us busy between patches right now, but let *us* (the Players) decide how we want to spend our time.


    SE doesn't need to force a horrible Time Sink on us (this Forced Untradeable Loot Into Your Inventory); it's really aggravating the majority of the player base, without question.


    If they won't budge on this, then I'd vote for Option #1, which is Increase the Drop Rate on Both (Types) of Items.


    Because right now, some people have been getting more than 1 Nut / Totem per Fight, so Option 2 is potentially reducing the # of Nuts / Totems you get, for the sake of guaranteeing just 1 per fight.


    Thanks.
    (2)

  7. #147
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    If they don't want everyone running around with weapons, they should just make the fights harder and drop 100% for everyone.
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  8. #148
    Player
    Ruri's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,671
    Character
    Ruri Valeth
    World
    Balmung
    Main Class
    Reaper Lv 100
    Quote Originally Posted by TheFatHousecat View Post
    Remove totems/charms, keep weapon drop the same, have weapons drop to loot.
    This............
    (1)

  9. #149
    Player
    BlackomegaKingofwaffles's Avatar
    Join Date
    Mar 2011
    Posts
    226
    Character
    Blackomega Kingofwaffles
    World
    Midgardsormr
    Main Class
    Conjurer Lv 50
    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.
    (1)
    Removed due to size restrictions and possible seizures risks.

  10. #150
    Player
    Kinseykinz's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,274
    Character
    Isagael Rose
    World
    Sagittarius
    Main Class
    Botanist Lv 100
    Quote Originally Posted by BlackomegaKingofwaffles View Post
    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.

    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.
    (0)

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