And yet people constantly insist on making it easier, people these days are afraid of a challenge it seems. If you can't get every drop on the first run, surely it needs to be fixed.
Increasing drop rates =/= difficulty discussion.
I.e. If something is hard and they can't win they won't get items. If they win 100 times and have nothing.....
I'm all for hard content. I'm praying 2.0 will be the magical fix to every problem that many seem to think it will be. I know why rates are so bad, to keep some people playing, but I'm glad for the 10 -> 5 reduction.
Ifrit could be considered a challenge the first time. The 10th? Maybe. The 100th? Not so much. No one is asking to get "every drop on the first run," people are asking for it to not be a completely random grind to get the weapon they want. I don't even care about Ifrit since I have the weapons I want, but it's important to (keep) tell(ing) them that this system is retarded.
backwards thinking is backwards. That last statement was kind of ???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.
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.
Last edited by Nox; 03-30-2012 at 10:23 AM.
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.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.
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!)
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.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 don't like the drop rate, but this I do not agree with. This very system worked in dynamis for years even with a crappy drop rate, but we need a lot pass system in XIV that allows people to pass what they don't need to those who do. Its the lack of such a system that makes the drop rate so problematic. They should be able to fix it so items from chests go into the loot list, and not directly into inventory.Ifrit could be considered a challenge the first time. The 10th? Maybe. The 100th? Not so much. No one is asking to get "every drop on the first run," people are asking for it to not be a completely random grind to get the weapon they want. I don't even care about Ifrit since I have the weapons I want, but it's important to (keep) tell(ing) them that this system is retarded.
Me..my bf and his bro got him an Ifrit's Axe on totems in an evening...its not that hard...
Lol well..can't wait to see requirements for a Legendary weapon...easy mode go.![]()
Come on seriously, they cant give us an upgrade in drop rates, if they do and we get our ifrit weapons, mog weapons, darklight gears and so on what do we have to do other than craft at this point? I used to stick by this game like none other but really the hours Im spending just crafting got to me and Im barely logging in anymore. If they increase the drop rate at all this will be way more widespread and though I will stay part of the game and play when there is playing to be done they would see less numbers creep up as we draw near a new update, even worse than we do now, and most likely alot more drop off from the bored-quitters than they see from the rage-quitters. So it makes sense they refuse to increase any drop rates
well this is part of the problem. some people may get very lucky and get the item they want, but others luck could be completely the opposite. the static i run with the bard in our group has yet to get the bow and the tank has yet to get the sword. there's been multiple times that we have dropped both of those. we've beaten ifrit over 450 times and still those 2 do not have those weapons for their main class.
the problem with the primal drop system is the fact that some people may get what they are after on the first day, but others may run that for months and still not get it and them see it thrown away countless times.
http://crystalknights.guildwork.com/
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