Page 14 of 56 FirstFirst ... 4 12 13 14 15 16 24 ... LastLast
Results 131 to 140 of 596

Dev. Posts

Hybrid View

  1. #1
    Player
    Leonesaurus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    369
    Character
    Jerbird Leone
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Rukkirii View Post
    Hello everyone!

    We looked into increasing the drop rate and allowing each party member to receive a inferno totem or kupo nut charm with each winning encounter, but instead of touching up on the drop rate, we decided to make adjustments to the number of required totems and nut charms.

    In patch 1.22, the below changes are what we have planned:
    • Inferno Totems: 10 → 5
    • Kupo Nut Charms: 20 → 10


    The reason we decided on this change is because if we changed the drop rate, there would still be unlucky players who would complain that they can't get an item, so we decided to not play with the drop rate and instead just change the amount of items required for exchange for a weapon.
    I have to respectfully disagree, at least partially disagree with this decision, in my opinion.

    And this is the first time I've disagreed with any of the moderator posts openly, and its not for anything bad or anything, I just feel inclined to give some of my thoughts on the matter... dark matter... (sorry) >.<

    I just feel that the 100% drop-rate on totem/kupo nuts for every party member (or at least one guaranteed party member per win) should have been thrown in as well.

    To be honest, lowering Ifrit's totems from 10 -> 5 I think is very generous and very cool! Now I can work on getting 2 more new Ifrit weapons with the 7/10 I have stored up now. Just need to obtain 3 more totems for that to happen.

    Lowering Moogle from 20 -> 10 I think is a great improvement since 20 sounds pretty ridiculous considering the requirements to do that whole quest.

    I love fighting Ifrit whether I get a totem or weapon, or not, he's just fun as hell to play and getting exp afterwards for my crafting is so sweet! So I just wanted to throw that out there. Haven't played King Mog yet, so I can't comment on that, but I really do plan to for the first time tonight!! He looks like a lot of fun!

    But to be quite blunt, I do think this should be in a 1.21b sort of patch. I don't think waiting until the end of next month is going to make a lot of people too happy, but that fact that it is coming fairly soon is nice news none the less, and I'm grateful for it and future players who participate in the primal battles.

    Word of advice though to help out in the future: be very careful when setting up this Garuda primal battle in advance. Don't repeat the same mistakes three times in a row. Just think of the players in mind from a gamer's perspective when creating the requirements for drops and make it fun like the other two.

    I'm content with just about anything put into this game, but I can't say the same for others out there. But when I do see something out of place and not rightly 100% set in stone, I have to voice my opinion on the matter... dark matter... (sorry, did it again!) >.<
    (0)
    Last edited by Leonesaurus; 03-30-2012 at 06:30 AM.

  2. #2
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Rukkirii View Post
    Hello everyone!

    We looked into increasing the drop rate and allowing each party member to receive a inferno totem or kupo nut charm with each winning encounter, but instead of touching up on the drop rate, we decided to make adjustments to the number of required totems and nut charms.

    In patch 1.22, the below changes are what we have planned:
    • Inferno Totems: 10 → 5
    • Kupo Nut Charms: 20 → 10

    The reason we decided on this change is because if we changed the drop rate, there would still be unlucky players who would complain that they can't get an item, so we decided to not play with the drop rate and instead just change the amount of items required for exchange for a weapon.
    +1 against it.

    The totems/nuts should be 100% drop rate or, at least, have a constant minimum number of drops, like every run dropping at least 5 totens distributed among the players. Low drop rate only leads to frustration of those involved and forcing players to do over and over an event just to pretend it was good also isn't nice to the game.
    (5)
    Last edited by Lienn; 03-30-2012 at 07:32 AM. Reason: typos

  3. #3
    Player
    Elkwood's Avatar
    Join Date
    Mar 2011
    Posts
    591
    Character
    Elkwood Davidson
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Rukkirii View Post
    Hello everyone!

    We looked into increasing the drop rate and allowing each party member to receive a inferno totem or kupo nut charm with each winning encounter, but instead of touching up on the drop rate, we decided to make adjustments to the number of required totems and nut charms.

    In patch 1.22, the below changes are what we have planned:
    • Inferno Totems: 10 → 5
    • Kupo Nut Charms: 20 → 10

    The reason we decided on this change is because if we changed the drop rate, there would still be unlucky players who would complain that they can't get an item, so we decided to not play with the drop rate and instead just change the amount of items required for exchange for a weapon.
    This is the most ass backwards logic I have seen. What is so hard about Saying if you get a weapon you get no totem, if you don't get a weapon you get a totem. Basic programming is simple

    If A player gets A Weapon
    Then T item = X
    Else
    T Item = 1

    Really look at that amazing drop coding there

    If players do not get totems then then get a weapon, I players don't get a weapon then they get a totem, after 10 runs they get 10 totems if they received 0 weapons, seriously if your programmers cannot figure this out then they need to have there heads examined and you need to stop low balling programmers and actually pay for decent ones.
    (0)

  4. #4
    Player
    Nox's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    141
    Character
    Nox Ruo
    World
    Sargatanas
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Rukkirii View Post
    Hello everyone!

    We looked into increasing the drop rate and allowing each party member to receive a inferno totem or kupo nut charm with each winning encounter, but instead of touching up on the drop rate, we decided to make adjustments to the number of required totems and nut charms.

    In patch 1.22, the below changes are what we have planned:
    • Inferno Totems: 10 → 5
    • Kupo Nut Charms: 20 → 10

    The reason we decided on this change is because if we changed the drop rate, there would still be unlucky players who would complain that they can't get an item, so we decided to not play with the drop rate and instead just change the amount of items required for exchange for a weapon.
    backwards thinking is backwards. That last statement was kind of ???

    people will not complain if they always get a totem every run they do, even if you guys keep the current 10 totems per trade. The point is that people will feel rewarded after beating ifrit -that is, a good useful reward. IT IS NOT FUN DOING THE SAME FIGHT HUNDREDS OF TIMES WITHOUT A PROPER REWARD. Many players have voiced their opinion on this. As "challenging" as ifrit may be, after the 20th kill or so it just becomes tedious work to take him down over and over again for a random low chance to get either a totem or a weapon.

    There has to be a nice line between acquiring these items that doesn't make the process too easy or too time consuming. I am not asking for easy mode, and I'm sure neither is anyone else at this point. What we want is something that makes sense. Don't make it super easy to get a set of primal weapons, but don't make it take over 100 kills either, as this is just a time sink.
    (11)
    Last edited by Nox; 03-30-2012 at 10:23 AM.

  5. #5
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Rukkirii View Post
    Hello everyone!

    We looked into increasing the drop rate and allowing each party member to receive a inferno totem or kupo nut charm with each winning encounter, but instead of touching up on the drop rate, we decided to make adjustments to the number of required totems and nut charms.

    In patch 1.22, the below changes are what we have planned:
    • Inferno Totems: 10 → 5
    • Kupo Nut Charms: 20 → 10


    The reason we decided on this change is because if we changed the drop rate, there would still be unlucky players who would complain that they can't get an item, so we decided to not play with the drop rate and instead just change the amount of items required for exchange for a weapon.
    Better, but that doesn't solve the problem at all: drops are terrible. A 100% totem/nut drop for everyone would have solved the complaining though, while keeping them at 10/20.
    (8)
    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!)

  6. #6
    Player
    Rousseau's Avatar
    Join Date
    Feb 2012
    Location
    Limsa Lominsa
    Posts
    102
    Character
    C'alhi Tia
    World
    Coeurl
    Main Class
    Summoner Lv 81
    Quote Originally Posted by Rukkirii View Post
    Hello everyone!

    We looked into increasing the drop rate and allowing each party member to receive a inferno totem or kupo nut charm with each winning encounter, but instead of touching up on the drop rate, we decided to make adjustments to the number of required totems and nut charms.

    In patch 1.22, the below changes are what we have planned:
    • Inferno Totems: 10 → 5
    • Kupo Nut Charms: 20 → 10

    The reason we decided on this change is because if we changed the drop rate, there would still be unlucky players who would complain that they can't get an item, so we decided to not play with the drop rate and instead just change the amount of items required for exchange for a weapon.
    What about both lowering the required items -and- increase the drop rate? I get the impression there are a lot of players, like myself, who rarely get to even do the fights. My LS doesn't have enough active people who are even interested, and I am a busy person, so I've yet to run either. Knowing that a weapon is that far out of my reach, I don't see the point of even trying at all. If I thought it was doable within this lifetime, I might actively try to talk them into it. Heck, more people might want to do it if they felt it wasn't such an interminable grind.
    (1)

  7. #7
    Player
    Petdo's Avatar
    Join Date
    Apr 2011
    Posts
    202
    Character
    Ma Nya
    World
    Tonberry
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by Rukkirii View Post
    Hello everyone!

    We looked into increasing the drop rate and allowing each party member to receive a inferno totem or kupo nut charm with each winning encounter, but instead of touching up on the drop rate, we decided to make adjustments to the number of required totems and nut charms.

    In patch 1.22, the below changes are what we have planned:
    • Inferno Totems: 10 → 5
    • Kupo Nut Charms: 20 → 10

    The reason we decided on this change is because if we changed the drop rate, there would still be unlucky players who would complain that they can't get an item, so we decided to not play with the drop rate and instead just change the amount of items required for exchange for a weapon.
    Unlucky Players.... they always complain without patient!
    (0)

  8. #8
    Player
    Chinook's Avatar
    Join Date
    Mar 2011
    Posts
    450
    Character
    Chinook Sirocco
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Why not push this into a 1.21b patch since you already announced it ?

    I see nerd rage incoming for people who recently exchanged totems/nuts or from the people who don't read the forums and wil exchange them in the next few weeks.

    It takes a lot of fights (and/or good friends) to gather 10 totems / 20 nuts, anyone who's been collecting them for more than one weapon is stuck waiting until 1.22 (unless they like to see their time wasted).
    (11)
    Last edited by Chinook; 03-30-2012 at 02:58 AM.

  9. #9
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Chinook View Post
    Why not push this into a 1.21b patch since you already announced it ?

    I see nerd rage incoming for people who recently exchanged totems/nuts or from the people who don't read the forums and wil exchange them in the next few weeks.

    It takes a lot of fights (and/or good friends) to gather 10 totems / 20 nuts, anyone who's been collecting them for more than one weapon is stuck waiting until 1.22 (unless they like to see their time wasted).
    They're going to keep doing this every time a new Primal is released, that's the trend. When Moogle was released, Ifrit needed 10. Now that Garuda will be released, Moogle is going down to 10 and Ifrit is going down to 5. I'm assuming 5 will likely be the lowest, and more will hit 5 needed as more Primals are released.
    (0)

  10. #10
    Player
    Yelta_Sumasu's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    454
    Character
    Yelta Sumasu
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    Give us 100% token drop rate and go ahead and INCREASE the number needed to buy a weapon if worried they are too easily obtainable.... Leave the current weapon drop rate as a lucky bonus.

Page 14 of 56 FirstFirst ... 4 12 13 14 15 16 24 ... LastLast