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  1. #161
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    Quote Originally Posted by Thanos View Post
    At the same time you cant have 100% drop rate on anything though.
    You're right, but they could think about a more intelligent drop system.

    Quote Originally Posted by Thanos View Post
    To me nothing in a MMO should come easy. You gotta work for it regardless if its a repetitive fight or some long stupid quest.
    Again with this word "easy". Ifrit's fight is EASY, Moogle fight is EASY and evend Aurum Vale or Cutter's Cry are EASY. Why do you have problems about "EASY" when we talk about a rational drop system. (And with this I mean again that 100% drop rate for Totems/Nuts is not the only solution)
    (0)

  2. #162
    Player
    Teia's Avatar
    Join Date
    Nov 2011
    Posts
    80
    Character
    Teia Rabishu
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Wevlum View Post
    You can't dumb down what's already retarded. How can you claim repeating the same fight 500 times is challenging. I can do Ifrit on god damn autopilot by now. Again, a challenging fight is challenging, the same fight 500 times isn't challenging it's tedious.

    As for working for drops sure that's fine but can we have visible progress with each run please, not just hoping pigs suddenly grow wings and fly when we check the chest?
    Also all the knowledge in the world of statistics and probability does not change one's reaction to having done something 100+ times and then seeing someone get the drop on their first try. That's not "fun" by any stretch. It's demoralizing.

    Besides, we're also talking about things with no inherent difficulty. For Ifrit, you learn his pattern and then it becomes a simple case of go in, nuke him/heal people/tank him, dodge cracks, kill nails, Sentinel/Sanguine, dodge cracks, check chest, repeat ad nauseam. The only inherent difficulty is in memorizing his patterns. All told you're looking at about a ~10-15 minute fight you can do without even paying attention, all for a low chance of getting an item, and the effort:reward ratio is even worse for Moogle, DH, AV, and CC, despite none of those being all that hard (compare the dungeons to FFXI's Dynamis, Limbus, Salvage, etc to see what I mean). SE's just drawing out content pointlessly for the sake of drawing it out rather than making things interesting or challenging.

    Honestly, I think Toto-rak is the best thing they've added, from a design perspective. And when your best content is a forgettable level 25 dungeon, you're doing something wrong.
    (4)

  3. #163
    Player
    Thanos's Avatar
    Join Date
    May 2011
    Posts
    527
    Character
    Thanos Xiv
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Firon View Post
    Even XI had plenty of mobs who drops stuff 100% of the time spew that bs plenty of mmos have 100% drop rates on stuff no one is asking for free hand outs. I'm sure almost everyone in this thread is willing to kill ifrit 20 times if they knew on the 20th kill they was gonna get a weapon.
    Ya i suppose. Maybe I just like the thrill of doing these things only knowing that I might get something. Keeps me going back.

    Did so many fights with my LS to only get 2 weapons. However my drop rate in pug groups was much higher lol. I still do Ifrit even tho Ive had all the weapons for the past couple months tho just to help others.
    (0)

  4. #164
    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.

  5. #165
    Player
    Thanos's Avatar
    Join Date
    May 2011
    Posts
    527
    Character
    Thanos Xiv
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Enma View Post
    You're right, but they could think about a more intelligent drop system.

    Again with this word "easy". Ifrit's fight is EASY, Moogle fight is EASY and evend Aurum Vale or Cutter's Cry are EASY. Why do you have problems about "EASY" when we talk about a rational drop system. (And with this I mean again that 100% drop rate for Totems/Nuts is not the only solution)
    All those fights are EASY (yes that is within its own problem too being easy). Im saying a EASY drop rate to a already EASY fight is meh
    (0)

  6. #166
    Player
    IStolzI's Avatar
    Join Date
    Jul 2011
    Posts
    202
    Character
    Stolz Phoenix
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Elexia View Post
    Getting done faster = less chance of newer people getting a chance at it because everyone has their shit, so why would they help someone?
    wow glad im not in your LS
    (5)

  7. #167
    Player

    Join Date
    Mar 2011
    Posts
    412
    As soon as servers are up after 1.22 I'll be buying me an Ifrit weapon!

    Opps, sorry this is a QQ thread.
    I meant to say make totems a 200% drop rate or I wont play your game!!
    (1)

  8. #168
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    Quote Originally Posted by Thanos View Post
    All those fights are EASY (yes that is within its own problem too being easy). Im saying a EASY drop rate to a already EASY fight is meh
    Example 1:
    - Primals drop a U/U craftable item with a drop rate similar to the current one
    - This item goes in Loot
    - People that need it can receive it
    - No duplicates, people can REALLY help each other, ecc.
    This is an example of how Square Enix could change Primal drop system without touching drop rate.
    (2)

  9. #169
    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)

  10. #170
    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


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