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  1. #11
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    Quote Originally Posted by Alma_karma View Post
    Its kinda ridiculous to have to run content a hundred times and not see what you've been looking for, at least make it more geared toward what the party make up is.
    A lot of people run those things to gear up alt classes. I won't burn creation on something I don't play that much, and I've grown sick of omega, so having a near full MNK set waiting when I finally brought it up to 70 was hella sweet for me. Which is likely why, for all the complaints over time, they haven't already implemented something like what you're asking.
    (1)

  2. #12
    Player Masekase_Hurricane's Avatar
    Join Date
    Oct 2013
    Posts
    1,906
    Character
    Masekase Hurricane
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Alma_karma View Post
    at least make it more geared toward what the party make up is.
    This needs to happen for all content.
    (0)

  3. #13
    Player
    silverlunarfox's Avatar
    Join Date
    May 2015
    Location
    Shirogane
    Posts
    1,036
    Character
    Loki Lux
    World
    Lamia
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by BillyKaplan View Post
    A lot of people run those things to gear up alt classes. I won't burn creation on something I don't play that much, and I've grown sick of omega, so having a near full MNK set waiting when I finally brought it up to 70 was hella sweet for me. Which is likely why, for all the complaints over time, they haven't already implemented something like what you're asking.
    This ^ I gear multiple classes, and dungeon gear the ones I use the least. Having everything drop is nice. However, I've seen enough DRG stuff for a lifetime in that dungeon.....
    (0)

  4. #14
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by TheFanciestBard View Post
    The first is that Chest/Pants only drop from the final boss. With 30 items in the pool and 1 drop per boss that's only a 4% chance, more or less, that you get the item you want. 4%. So, some napkin math puts it at like 25 runs to get 1 piece. 25 dungeon runs, at about 20 minutes each. That's over 8 hours of straight dungeon grinding on average to get 1 piece you're after. It's a little unreasonable.
    First off each chest and pants has a 1 in 14 chance (7%) of dropping from the final boss of Skalla, each belt and boots have a 1 in 14 to drop from the first and the head and hands have a 1 in 14 chance of dropping from the 2nd boss. The loot pool is much smaller than you think.

    5 runs gives you a ~25.7% chance of seeing a certain piece.
    10 runs gives you a ~52% chance of seeing a certain piece.
    25 runs gives you a ~84% chance of seeing a certain piece.

    You are blaming what is a pretty fair drop chance because of bad luck.
    (0)

  5. #15
    Player
    Laertiades's Avatar
    Join Date
    Jan 2017
    Posts
    8
    Character
    Niko Nomad
    World
    Omega
    Main Class
    White Mage Lv 70
    Well, yes, glamour is true endgame, so some glamour is (kinda) hard to obtain. Why not? It's more fun this way, not like the Shisui dungeon that promised you a guaranteed drop and after a week everyone and their aunt wondered around Limsa in Shisui full set. Boooring.
    (Actually, Skalla is pretty easy. 20-25 runs and you have your full set. You can do it while watching Netflix on your second screen, come on.)
    (0)

  6. #16
    Player
    Saiah's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    205
    Character
    Saiah Brea
    World
    Moogle
    Main Class
    Paladin Lv 70
    While I understand the frustration of that one piece of gear not dropping, I don't think the current system needs to be changed. Its serves as an incentive to keep doing a dungeon. Things would get boring alot faster if you got everything you wanted from a dungeon quickly and then only do it arbitrarily for the daily roulettes.
    (0)

  7. #17
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I agree with someone that would suggest that removing the RNG entirely would probably be bad (since if blurs expectation and gives players sort of gambling/chance/hope feeling), or that building systems that pushes it too early on the RNG scale, but I would disagree with people that encourage the extremes of RNG.

    For example if you had an event at 50% chance (these are bad example numbers lol), and for whatever reason it took 10,000 times (pretty much impossible) that'd not be "RNG working as intended, please look forward to 10.1k".. that'd be rage inducing lol (at that number it'd probably also be something in the system isn't working though, serious lottery event). Of course at 50% having something extreme happen would be like "6th time in a row failure" which isn't too awful. But as the % get lower extremes can start to look pretty damn scary haha (where you might see 1-1000+ with less of an impossibility).

    So I like the token system on top of the chance drop that we've seen, to that effect I was wondering if a player customized token might be a viable long term solution (viable for SE and players). Maybe this could be a continuous and fairly non-expensive solution? A key item or system that SE allows the player to store two variables, one binding to a location and one that records successful completions of said location. This means SE doesn't need to create a new token for every content, SE doesn't need to remember an ever growing list of content variables, nor players physical item tokens, and instead only need to give players two variables associated with an item/system (could add more, but still a lot less than remembering every dungeon).


    An orb, or a phylactery, of fate that collects essence of the place over time and can be used to forge items for you (after necessary input is given). Change location resets the essence collected.

    Empty Orb, 0.

    Imbue to the Snurble Zone.

    Orb Of Plush Fuzzy, 0.

    Complete the zone, +1. Maybe add special point bonuses like full clear +1, +1 if completed synced. The later ideas is just a thought to reward players for queue'ing/doing the content as devs intended/challenged, but certainly not required.

    Super coat of Camate Snurblizes, 30 points to seal fate. Orb's charge is consumed (by 30) but is still there for you to collect more essence or change location where it is imbued to.

    Can mess around with it of course, like instead of successful attempts it is number of chests items passed on (pass X items, get one specific), and the system could be incorporated into other things like relic quests/special items to rejuvenate a specific zone, squadron HNM events where you buy a token with the dungeon currency and then run it again to spawn, even sacrificing items to the orb from said content to increase it's charge (although you might see people mad that you're gobbling items they wanted, so perhaps not the best idea lol). This is just to show that you could fiddle around with it, not "do it exactly how I described or else" ;P.

    Key point here though is that you have to do the content still and the cost of items to be roughly around where RNG is starting to be a nuisance (if you imagine targeting a single item, what rate the devs would like that item to be near?). So there is still activity in the gifting contents for things (reasonably at least). Might want to give player's two or so orbs though rather than just one so they can have two different location's charge their fate's (can't stack a single location)- so players don't feel pigeon holed into farming one place at a time (also keeping in mind it doesn't work for content that is considered current, since this orb effectively gives you an extra loot drop every 10-30 or whatever x runs - although SE could incorporate it to current content with additional loot tweaks to the current system).

    Bit of an issue arises for content that has a token already though, if the orb worked you could buy a weapon with tokens and then also with a charged orb.

    For this reason I'd suggest that either orbs don't work for token'd content (pretty easy solution, the game already provides a token), or perhaps pay specific attention to the delay at which these contents become orb'able (and consider once they're orb'able they're super easy to farm lol). Had a write up for a third that replaces primal token system (saves inventory/UI space), but felt like players would mess up too much "damnit, forgot to set my orb for this farm party" and .. yeah nvm.. lol.

    The idea here is that each dungeon doesn't get it's own currency so you're not going to have 100 currencies now and 200 in 3 years, and it isn't really designed to be primary method (RNG should be your friend, but if it really isn't then fine). Besides the obvious that SE may give you more than one orb (msq, vet reward, w.e) they could consider a similar concept for materia, like one orb that grows based on exp earned and while it costs a lot more you can choose which materia it forms (and of course SE won't give you a bunch, they're unique).

    Key item these babies though please lol (and track them in the token page, they're a limited quantity so it's reasonable to have X slots allowed in there).


    tl;dr Players get a few unique items that behave as tokens of your choice, while not asking SE to make every content have a unique tracking token variable on your character it still allows you to have one in essence (for most content at least, edit: I assume without other loot changes a definite no for the most recent content that then fades into the orbs once older). Nothing wrong with farming, or even a bit of being unlucky (suffering can lead to greater joy, weirdly lol), but I think true extremes are .. well extreme and unnecessary. I believe token + rng is nice, as the RNG allows you to be mysterious, hopeful, a bit of a mind game, small amounts of pain, and the token can be the anti-rear inflammation cream we all want (most of us, I think, at least).
    (0)
    Last edited by Shougun; 11-14-2017 at 03:34 PM.

  8. #18
    Player
    Tsumdere's Avatar
    Join Date
    Jan 2017
    Location
    Ishgard
    Posts
    1,103
    Character
    Fia Mortivault
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    -snip-
    The drop rate is not additive for non-leveling dungeons. It is 7% chance to get the piece across the board.

    72 runs to get healer top from Saint Mocianne's (never outrolled, just literally never showed up), 40 runs for casting top from Saint Mocianne's (again, never outrolled, just never showed up) and 28 runs for tank top from Saint Mocianne's (AGAIN. Never outrolled. Never showed up). But we did get 48 scouting tops while doing it so that was nice. /s

    I hate Saint Mocianne's so much.

    It would be nice if the RNG gave a larger chance for gear to show up if the class is in the party. Nothing major. Maybe bump it up to 15% or so. So... you know. You don't get 48 scouting tops.
    (0)

  9. #19
    Player
    MicahZerrshia's Avatar
    Join Date
    Aug 2011
    Posts
    2,357
    Character
    Nadja Zielle
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    It's been like this since version 1. I kid you not I ran ifrit 68 times before I got my first weapon to drop back when they were bis and went directly into your inventory, and even then it was for a job I didn't play. Another 20 kills and I had all the weapons...

    I told my LS I was over the fight and if I didn't get a weapon I was done, so over it I could spit and then it rained weapons down on me. Funny that its still like this, I refuse to do primals anymore because of the bad rng of whistles and ignore dungeon sets altogether when it comes to glamour.

    So doubtful anything will change after nearly 8 years of players complaining about the drop system.
    (0)

  10. #20
    Player
    Bellsong's Avatar
    Join Date
    Jul 2017
    Posts
    417
    Character
    Wondrous Waifu
    World
    Coeurl
    Main Class
    Paladin Lv 100
    It would be nice if the dungeon chests gave us more than accessories in skalla at least.

    Anyone who talks about longevity of content being an issue here, I want you to consider the following: Roulettes and even rarer non gear drops (minions and mounts).
    (0)

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