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  1. #1
    Player
    Mireille's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    319
    Character
    Mireille Celestine
    World
    Balmung
    Main Class
    Scholar Lv 60
    Quote Originally Posted by ssppiikkeeyy View Post
    drop rate would still be better i think. i done ifrit 73 runs and got 1 totem no weapon drop the rate is beyond to low, this is nice if the totem would acully drop.
    Yeah I finally realized that I would progress farther in the game at this point if I went back to leveling crafts every evening. As soon as we get a cap increase this stuff won't be worth the months of time investment it seems to take. Yes I know that that's the way MMOs are, and for me having all crafts capped by 2.0 is a better time investment.
    (0)

  2. #2
    Player
    Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    307
    Character
    Samantha Smith
    World
    Excalibur
    Main Class
    Pugilist Lv 80
    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.
    How about instead of giving us Level 5 Dark Matter, which is rather stupid easy to get, just gives us the Totems/Charms if we don't get weapons and call it a day?
    (10)

  3. #3
    Quote Originally Posted by Keyln View Post
    How about instead of giving us Level 5 Dark Matter, which is rather stupid easy to get, just gives us the Totems/Charms if we don't get weapons and call it a day?
    As long as you won't complain about "having no reason to use the content" or "Everyone got all of their weapons so fast" sure, they can make everything 100% drop rate and only need to fight this once.
    (1)

  4. #4
    Player
    Vire's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    86
    Character
    Vire Darksteel
    World
    Excalibur
    Main Class
    Marauder 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 still stupid. What you just said makes no sense. Why would players complain that they are unlucky if it drops a totem every time then there is no luck! You kill him and you make progress towards something. Make totems drop 50% and change it to 5 or give us 100% totem drops and leave it at 10. 70 runs for one fight is more then enough and your burning people out of your game. I have run Ifrit now 70 times and have gotten one weapon I needed and 6 totems. This is more then ridiculous and I can tell you if I have to run garuda over 100 times to get one item I think im going to move on from this game.

    Edit: The reason is they want to slow people down on purpose so they don't run out of things to do. How about instead of punishing your players you go the other way and reward them. Make it so that people who have all the weapons have a reason to still run the content like for example being able to turn in primal weapons for seals. That way all the content dose not become outdated because you get exp for completing the quest and you can farm seals while helping newer players get their weapons.

    I mean come on at least be honest with us here instead of just lying to our faces we are not stupid. This is not how you treat your customers who are showing a great deal of faith paying for the game that is suppose to be out in 2.0. Just tell us honestly why you didn't change the drop rates.
    (31)
    Last edited by Vire; 03-30-2012 at 03:30 AM.

  5. #5
    Quote Originally Posted by Vire View Post
    This is still stupid. What you just said makes no sense. Why would players complain that they are unlucky if it drops a totem every time then there is no luck! You kill him and you make progress towards something. Make totems drop 50% and change it to 5 or give us 100% totem drops and leave it at 10. 70 runs for one fight is more then enough and your burning people out of your game. I have run Ifrit now 70 times and have gotten one weapon I needed and 6 totems. This is more then ridiculous and I can tell you if I have to run garuda over 100 times to get one item I think im going to move on from this game.

    Edit: The reason is they want to slow people down on purpose so they don't run out of things to do. How about instead of punishing your players you go the other way and reward them. Make it so that people who have all the weapons have a reason to still run the content like for example being able to turn in primal weapons for seals. That way all the content dose not become outdated because you get exp for completing the quest and you can farm seals while helping newer players get their weapons.

    I mean come on at least be honest with us here instead of just lying to our faces we are not stupid. This is not how you treat your customers who are showing a great deal of faith paying for the game that is suppose to be out in 2.0. Just tell us honestly why you didn't change the drop rates.
    lol you must have some bad luck. I started this game 2 months ago. got about 50 ifrit wins, got ifrit axe, bow, claws and have 6 totems :3
    (0)

  6. #6
    Player
    Vire's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    86
    Character
    Vire Darksteel
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Vire View Post
    This is still stupid. What you just said makes no sense. Why would players complain that they are unlucky if it drops a totem every time then there is no luck! You kill him and you make progress towards something. Make totems drop 50% and change it to 5 or give us 100% totem drops and leave it at 10. 70 runs for one fight is more then enough and your burning people out of your game. I have run Ifrit now 70 times and have gotten one weapon I needed and 6 totems. This is more then ridiculous and I can tell you if I have to run garuda over 100 times to get one item I think im going to move on from this game.

    Edit: The reason is they want to slow people down on purpose so they don't run out of things to do. How about instead of punishing your players you go the other way and reward them. Make it so that people who have all the weapons have a reason to still run the content like for example being able to turn in primal weapons for seals. That way all the content dose not become outdated because you get exp for completing the quest and you can farm seals while helping newer players get their weapons.

    I mean come on at least be honest with us here instead of just lying to our faces we are not stupid. This is not how you treat your customers who are showing a great deal of faith paying for the game that is suppose to be out in 2.0. Just tell us honestly why you didn't change the drop rates.
    I said this on page 12 by the way 37 pages later they still have us just chasing our tails. People are upset about this because garuda is going to be like this. Just explain the decision to us instead of just copy and pasting thanks for your understanding post.

    ps. Your not extending content people will stop running them even if they don't get there drops when they get so frustrated they stop doing them or worst quit the game.

    Many people who where upset with the second announcement are not upset because you guys decided to change it. People are upset because it went from getting a little better from this travesty of a loot system to right back to status quo. Which is why many of us are asking for an explanation of their philosophy because the devs saying one thing and doing another. The first post about this is a completely contradictory statement which made no sense and the second change makes even less sense. All in all your loot system is dumb we have explained why.
    (2)
    Last edited by Vire; 04-15-2012 at 09:23 AM.

  7. #7
    Player Shosasosa's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    460
    Character
    Shosa Sosa
    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.


    The bolded text is how it is now, and how it will be regardless of how many totem/charms it takes for an item..... If people get a charm every win then how can they complain that they cant get an item? your logic is backwards. If it takes me 100 runs to get 10 totems its still gonna take me 50 to get 5 where as if i get one every run i could have all weapons in 70 runs. the way you have it now (and even with less item requirements, i could still take 100 runs to get the totems i need for a single weapon.) This solution is not the way to avoid complaints its just a band-aid so you can say "hey look we did something about it we are listnening"
    (14)

  8. #8
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Quote Originally Posted by Shosasosa View Post
    The bolded text is how it is now, and how it will be regardless of how many totem/charms it takes for an item..... If people get a charm every win then how can they complain that they cant get an item? your logic is backwards. If it takes me 100 runs to get 10 totems its still gonna take me 50 to get 5 where as if i get one every run i could have all weapons in 70 runs. the way you have it now (and even with less item requirements, i could still take 100 runs to get the totems i need for a single weapon.) This solution is not the way to avoid complaints its just a band-aid so you can say "hey look we did something about it we are listnening"
    They said changing the drop rate, not adjusting it to 100%. Can't you understand that they're intentionally not changing it to 100% for a reason?
    (2)

  9. #9
    Player
    Nuinn's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Nuinn Nomi
    World
    Excalibur
    Main Class
    Bard 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.
    Or in other words, your luck may still royally suck!

    What's another 60 runs for 1 totem now that I need only 5 of them, right?
    Better yet, maybe I get another duplicate I cannot trade or pass loot or exchange for GC seals /joy.

    The new primal fight is soon to be introduced (Garuda) as well as the AF weapons. I love how the devs actually "think" ahead and reason that people will surely bother with this indefinitely when, frankly, you can do just as well in game with a crafted weapon that's been melded. I do admire the enthusiasm of completionists (in the lack of a better word).

    Definition of SE logic

    1. Seemingly improving something by making questionable or otherwise illogical choices.

    2. Procuring a tedious solution as to stop RMT, but crippling the player instead.

    3. A paradox.
    (8)
    Proud member of the Abyss FC — Excalibur

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    Send a /tell and bring your happy pills~!

  10. #10
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    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.
    Should have been

    In patch 1.22, the below changes are what we have planned:
    • Inferno Totems: 100% drop rate - Untradeable
    • Kupo Nut Charms: 100% drop rate - Untradeable

    Quote Originally Posted by Answa View Post
    They said changing the drop rate, not adjusting it to 100%. Can't you understand that they're intentionally not changing it to 100% for a reason?
    Well I suppose if that reason is to be asinine and awkward.

    I don't know any modern MMO that requires you to kill something 100 times and not have something you want at least 1 of those times.

    Yoshi-p may as well make an achivement named
    LOL you suck - 100 primal kills and you still don't have a weapon. Lolololol
    (12)
    Last edited by Jinko; 03-30-2012 at 05:03 AM.

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