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  1. #1
    Player
    JasonMarkle's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    88
    Character
    Mason Jarkle
    World
    Hyperion
    Main Class
    Marauder Lv 90
    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 terribly counter productive compared to just giving a turn in item drop on defeat of the primal. I'd rather kill it 20 times and get what I want than kill it 20 times and be lucky to get anything at all, or a weapon that I'm not going to use. SE: "Hmm, instead of a 100% drop rate on the item you can trade in that pretty much has the same drop rate as the weapons, let's just lower the amount that you need to get. That way people only need to do it 50 times instead of 100 if they're lucky".
    ^ in retrospect this is how they're thinking, when in reality you're gonna do it way more to get 5 - 10 of the item you need.

    I don't really think they need to be 100% drop rate, but they should be much much higher than what they are. I mean you're basically trying to reward the player for participating in the fights, so why should the drop rate be so similar to the drop rate of the weapons? Just push it up by 35~40% so that way you're going to get one every few fights. That way you're still earning it, and that is definitely a way to keep players who haven't done it a ton or are new, to keep doing it until they get what they want. 10% chance of gear drop is great for new content, then up 10% for new content release and another 10% when level cap raises. That way by the time people aren't doing it any more, there's a 30% drop rate for gear if anyone does want to go back and maybe get a few they didnt have, even though they won't be good or worth anything really (or so that a new player can get it faster and keep on moving up, keeping them less frustrated and moving further into the game).

    I hate to troll, but seriously, it's just a bad and counter productive idea.
    (3)

  2. #2
    Player
    ThePatriarch's Avatar
    Join Date
    Mar 2011
    Posts
    537
    Character
    The Patriarch
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    10% Drop Rate

    Share-able Loot Pool.

    /thread
    (1)
    Bring Quality Notorious Monsters to FFXIV!

    http://forum.square-enix.com/ffxiv/threads/40738-Highly-Notorious-Monstersz


  3. #3
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by ThePatriarch View Post
    10% Drop Rate

    Share-able Loot Pool.

    /thread
    this, how hard can it be seriously, stop making stupid ideas and just put it how it should be.
    (4)

  4. #4
    Player
    Niqote's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    3,069
    Character
    Sa'niquel Amrita
    World
    Tonberry
    Main Class
    Botanist Lv 100
    I posted a little idea in my blog a while back <3

    Condensed version:

    -Allow Primal loot to go into the loot list for a ONCE OFF ability to give to another (Inside the instance only)

    -Introduce a feature where we can trade in unwanted Primal weapons to the designated NPC for totems/nuts or other needed items for future primals. The given amount of items will not equal to anymore then a third the cost to get a new weapon of the same type and higher costing weapons will never have a value more then the original.

    Eg. Trade in Ifrit's Lance = 3 Inferno Totems OR 3 Kupo Nuts
    Trade in Malignant Mogaxe = 3 Inferno Totems OR 6 Kupo Nuts

    This way you can not hope to farm 'easier' primal weapons solely for trade in BUT it will keep the community interested in old primals (and helping those who want old primal items). The interest will remain because even if you do gain a Primal weapon you did not want, you can trade it in for a small amount of another primal's tokens.
    (2)

  5. #5
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    I think the issue over totems/weapons is a short-sighted problem.

    Really I think the dev's should be asking in what ways can they prolong this content and make it continually relevant even after people are content with weapons.

    There should be substantial other reasons for doing primal battles to play down concern over drop rates.

    Drawing a comparison with content from 11 (yet again),
    a) players spammed primal battles for items and gil back in the day
    b) you had to complete primal battles to obtain key items to access other primal fights (fenrir prime) (carbuncle prime)

    (b) is similar in a way to how Einherjar operated, you cleared the lower battlefields to gain key items to access higher battlefields

    I think this is something the devs should give consideration to. In that way, doing 50 runs on Ifrit would not be so bad (i guess) as you would need to clear it to access more indepth content
    (1)

  6. #6
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Quote Originally Posted by Altanas View Post
    I think the issue over totems/weapons is a short-sighted problem.

    Really I think the dev's should be asking in what ways can they prolong this content and make it continually relevant even after people are content with weapons.

    There should be substantial other reasons for doing primal battles to play down concern over drop rates.

    Drawing a comparison with content from 11 (yet again),
    a) players spammed primal battles for items and gil back in the day
    b) you had to complete primal battles to obtain key items to access other primal fights (fenrir prime) (carbuncle prime)

    (b) is similar in a way to how Einherjar operated, you cleared the lower battlefields to gain key items to access higher battlefields

    I think this is something the devs should give consideration to. In that way, doing 50 runs on Ifrit would not be so bad (i guess) as you would need to clear it to access more indepth content
    The thing is, our current primal battles yield items that won't be available come 2.0. Primals will have a different purpose then, like the ability for Free Companies to summon them.
    (0)

  7. #7
    Player
    Vexerus's Avatar
    Join Date
    Mar 2011
    Location
    The Moon
    Posts
    111
    Character
    Vexerus Dracarys
    World
    Hyperion
    Main Class
    Arcanist Lv 23
    What I want to know is what happened to the promise of mp return from attack spells on moogle weapons.
    (0)

  8. #8
    Player
    Altera's Avatar
    Join Date
    Jul 2011
    Location
    Bergen
    Posts
    1,158
    Character
    Chandani Aranka
    World
    Odin
    Main Class
    Black Mage Lv 100
    Ive lost track on how many times I've done Ifrit and Moogle. But I have not dropped a single weapon between the 2 of them, and as for totem and nuts, I have only managed to drop 3 of each.

    I do these fights mainly as I like hanging out with my LS, but it is a bit disheartening seeing all of them with nice looking weapon and I'm stuck with my old Lightning brand still.
    But thankfully my LS has said they would help me get my main class weapon which is THM/BLM at least by them all give me their totems etc.
    (2)

  9. #9
    Player
    Sigmakan's Avatar
    Join Date
    Mar 2011
    Posts
    877
    Character
    Sigmakan Kaph
    World
    Hyperion
    Main Class
    Ninja Lv 80
    Idea: Let us turn in moogle/ifrit weapons for tokens. It shouldnt be the amount needed to purchase one, but 50-75% of that.

    For example, you turn in a Ifrit Bow and get 3 totems. Turn in a moogle fork and get 5 nuts.
    (0)

  10. #10
    Player
    Totobi's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    243
    Character
    King Kato
    World
    Balmung
    Main Class
    Lancer Lv 50
    I would just like to point out, i have been beating / farming the moogles for 4-5 hours a day for the past week. I have got 0 nut charms.
    (4)

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