Like Karshan has said. Myself i main caster but take on the role of tank or healer (less healer mind you) or other dps jobs so if you are trying to gear multiple jobs and given this crappy rng system it makes it super annoying
Like Karshan has said. Myself i main caster but take on the role of tank or healer (less healer mind you) or other dps jobs so if you are trying to gear multiple jobs and given this crappy rng system it makes it super annoying
It's a bit of a tricky spot I guess.
On the one hand, there's not much content. If they make it one and done, you can clear through a week's worth of raids in under an hour, unless you get a bad pug. I believe this is why normal mode raids and alliance raids limit you to winning one piece a week rather than say a WoW raid where you can run it more if you want but you only get one normal loot drop from a boss per week regardless of getting an item or not.
On the other hand, the current system can be very annoying when you have bad rng. There was one week I had to run O12 like 8 times to get a shaft. If I didn't have tank queues it would have been even worse.
Having performance based drops is a bad idea I think. It would be too tricky to implement fairly unless it was some kind of bare minimum 'you weren't afk for the fight' sort of check. How does it check someone new and learning dying vs someone just messing around? How does it weigh comparisons between jobs? What if both healers are trying but one's just faster and always gets casts off sooner so the other healer doesn't actually get as much effective healing out? How do you judge tanks? Do you mandate tank swaps? Do you judge them by damage done? I think that's just a big can of works.
There are some middle ground approaches though I think could work.
A. increase the number of drops per boss to 6 or 8. More chances to win loot with each kill, meaning less repeat queues needed, but still meaning it's not necessarily one and done every week.
B. Revamp the parts system. Currently, if you're working on a chest piece, you only want a shaft from the final boss for example. Meaning you're only rolling on 1, or if lucky, 2 drops. If the system were tweaked so that each of the four fights drops four of the same item, or some sort of alternative, you could roll on all four and basically have a 1/2 chance in every run of getting a drop. Then maybe exchange those generic currencies for more specific parts at a vendor. For example, o12 would drop Alphascape Core that can be exchanged for an alphascape crank, an alphascape spring, or an alphascape shaft. Kind of like how you exchange coins from the 24 man raids for different items.
You know what's unfair?
You have to raid the normal mode a dozen times while I can't run Savage more than once (for fun) without removing loot from other participent.
I don't understand why some gating actually exist, especially for the catch up one.
The only gatting that makes sens is, I suppose, the one for the maximum ilv one.
I don't understand gatting for weaker gear.
A new raid got released, I did it, I have to wait for next week to do it again (with a chance of getting something ofc).
Why would getting 390 stuff from the raid be an issue? Why can't I run ita few times a week to gear up my alt jobs? 390 ilv isn't especially strong.
Sometime I feel we have a lot of content but everything is so gatted that you're done with everything in a few evening.
Tomestone cap too quickly, making expert/roulette useless beyond a few run (not even talking about how faceroll and easy they are)
There are tons of dungeon but they reward nothing of interest, same for old trial (beside a mount)
Raid can only be done once (or a few times for the normal version), savage being aweful because you can't even help friends without depriving them from gear.
Fate are tedious and reward very little, why do I have to kill 25 bear to complete one? Why do they scale wiht the number of players? Shouldn't teamwork be rewarded? Why are the boss FATE almost impossible to solo as a dps without a healer chocobo or takes over 10min as a tank/heal?
There is so much stuff, but it's so unexploited, it's sad.
I've been palying a bit of WoW recently and, I find very odd that FF14 has more gatting and cap of weekly reward than WoW.
In WoW (and any mmo for that matter), one character is one classe, making creating alt a good time sink and a good way to circumvent the weekly gap. I can raid with my Mage and have fun doing expert with my Warrior/Priest. There's also a great deal of content with difficulty in between "faceroll" (see: FF14 Expert roulette, normal 8man and 24man) and hardcore (last 2 boss savage / Ultimate).
In FF14, if I raid with my static on tuesday as a healer, I'm litterally banned from attempting savage (except in learning parties because most don't care about loot) with any other job. Why is that?
Why do I have to make an entirely new character to raid on two different jobs? Why am I punished for having a fully developped character?
A big appeal of FF14 is having everything on one character, but sometime it feels more like a curse. I mean, I'm actually leveling a second character (just tank) so that I can do some pf past tuesday raiding evening. And some friends from my static are actually following, like "let's do pf with jobs we never play \o/"
I don't expect any change for Shadowbringer, but I have the feeling that FF14 is handling the multijob on one character very poorly, because instead of making you feel like you can do so much more, it actually heavily gimp the amount of things you can do.
ps: I'm not saying "WoW is so much better" it has its fair share of issues, but there are things that are worth implementing in FF. We don't lack content, we lack meaningful content. There are a badjillion of dongeon but only the last 2-3 are worth doing. There's no middle ground difficulty, it's either faceroll or hardcore (beside 1 trial a patch). I really wish we had something akin to Mythic dungeon in FF14. We "kinda" do, HoH, but again, once you're done with it it feels redundant. Why can't a regular dungeon be fun and requires time and practice to complete?
Last edited by Sylvain; 01-10-2019 at 08:58 PM.
whether the RNG system 'is crappy or not' , its still RNG. but seeing that people tend to sabotage the raid often get rewarded(and lucky?) is somehow ofc making ppl 2nd guess this 'RNG'. (even me- just hate to sit there raise a few dozen-x some ppl and the non-raising and non-curing healer gets 3/4 rewards...and i go unrewarded)
So instead,...
i know people said; you queue 24 times? means this system is working! Yea like some of us have to time to farm glamour / upgrade 'sub' jobs 24x . Nonetheless its frustrating . I'm up to a point, 24x or not, that i am NOT going to farm it any more bc i hate the RNG system and how it may look or not look. And there you go, bye 24 queues of 1 person (or more people) . I can be the only one, or be one of many.
So why would it be fair/unfair to reward the 'lucky' ? There will be 7 people unlucky and a few will be very unlucky. and (maybe) thus not farming it again or even in future updates. I get why they GATE stuff for about 6-12 weeks but after that, please be kind to the people who at least want to finish off their stacks (1/2's 3/4's etc) or if they are intrigued to farm something for glamour or gear up jobs(don't go tell people buy crafted gear, not everyone is loaded/have jobs to gather and make them)
another idea for some of the ppl posting here is go with 7 friends! i don't have that many in this game, and they (the ones i have) are never online at the same time. Boho me? no i'm quite OK queueing on my own- like almost the rest of the 14-populatoin. Its a nice countermeasure but not for everyone again.
so my idea, and please- consider this (i'm looking at you devs), is to 'open up' the content like you do now but that everyone per instance (per queue) can only GET 1 drop. Drop meaning the stuff needed for the gear (don't include minions(everyone has it by then) and orchestration (sellable)!) .
This way the lucky will get also to queue more, the very unlucky might see another chance to go again (i will go again, and i'm the one who is quitting now) as instead they have 1/8 chance on each drop they will have 1/8 1/7 1/6 1/5 chance to get something.
to put it this way:
now: everyone has a 1/8 chance on any of the items (12,5% you get 1 item)
my idea: everyone will have a chance BETWEEN 12,5%(1st rolled/dropped item) and 20%(last rolled/dropped item) to get 1 item.
now i understand this might invoke what people always do; only lot on springs/shafts . this means in Omega N 4 it will be 12,5% to 16,67% chance to get something- again more than the old rule. Also, if people are going to do this, the 'newer' people to the raid will have 'easier' access to the unwanted gear making them easier to upgrade their slots (for those who come back to the game / run behind)
'my idea' is based on the consideration of many factors (i described most of them), so i hope the Devs will see something in this.
also- if you do make a PF / have friends for this; going in with a pre-made party will result in the normal-how-it-is-currently lotting rules.
Last edited by Samunai; 01-15-2019 at 02:12 AM.
I think the raid and trial loot systems are actually pretty good.
Trials give you totems to cash in on what you want, and likewise for raids with parts.
The only thing I would maybe change is consolidating parts for:
Head and belt
Top and bottoms
Gloves and shoes
Given that these are already grouped this way per tier, it makes sense that you could use the same parts to get either, hat OR belt, etc.
Trying to get the item you want with DF can be a massive pain due to RNG. I remember doing cruise chaser 12x in a row (got good at dodging propeller wind though) and recently did alphascape 3.0 17x in a row trying to get that last spring. That and the slow lotting after each fight when people are standing around hoping everyone else will leave. Definitely reduces the fun.![]()
I think what I would do is give each raid fight its own 'coin' type currency.
Instead of directly rolling on bolts, chains, pedals, springs etc, several 'Alphascape V1 Coupons' drop and you roll against these items. Then that coupon can be exchanged for a loot part that currently drops from Chaos. What is it, chain, bolt and pedal?
That way all four drops will be directly useful to you regardless of whether you're trying to get an accessory or one of your pedals for boots or a belt etc. You have basically a 1/2 chance to win one of them, greatly cutting down how many times you would have to run it with bad rng. (Or just make it a drop you get for clearing but I don't think SE is willing to make normal mode raids always one and done so they can stretch out how long normal mode raiders are doing the content.)
Then Midgarsormr would drop 'Alphascape v2 coupon' and Omega a v3 coupon and Omega M/F v4 coupon.
Yes, it adds one extra step at the npcs you have to go through but would make actually rolling on and getting items simpler from the raids.
As for trials, does it seem odd to anyone else that normal mode trials don't get any loot at all? I'm not saying they should get unique weapons neccisarily like the ex trials as they're very easy content but it feels odd that they don't even get like, dungeon level drops.
|
![]() |
![]() |
![]() |
|