I still don't like drop rates in Primal Fights @ all, its so low though i got an Ifrit's Blade ( My GLD Lv.1) & 2 totems after 15 wins lol...
I still don't like drop rates in Primal Fights @ all, its so low though i got an Ifrit's Blade ( My GLD Lv.1) & 2 totems after 15 wins lol...
Last edited by Kona4me; 04-02-2012 at 06:26 PM.
Lol...okay there we have the reason..."America"...this has nothing to do with america...this isn't RL...
Winning at the casino, or the lottery is a luck based system and everybody knows that when he's doing it. They ENJOY the luck factor of it, while in a game that is meant to entertain us, a luck based system is just Bullshit. If everyone is investing the same time, then everyone should get the same rewards out of it. One person who gets 7/7 in 30 kills is not comparing to another who took 300 fights to get 7/7.
There is no MMORPG out there these days that doesn't have a "fixed" drop after the kill. There might be a pool of drops where one item drops less often then another, but you're guaranteed a drop, no matter what. That's how it supposed to be. I don't mind them adding an item to that loot pool that only got a chance of 0,1% chance to drop...but everyone(not necessarilly each single person, but the group as a whole) should get rewarded by a guaranteed drop. Sure we don't need 100% Totems or 100% weapons for each person. But 1 Weapon drop per kill is absolute fine(distributed through the Loot list). Considering the same group of people will kill Ifrit every time it would take 56 kills to get each one of the groups members 7/7. THIS loot system would also give duplicates at some point that everyone the group already got, so they would drop to nirvana, but that's fine. At that point it's just waiting for the right weapon to drop, not hoping for RNG that any weapon at all drops.
BTW: I'm european myself (I assume you are too) and my experience with other europeans is...they are so full of themselves and usually full of shit...
PS: My first Ifrit weapon was PUG fists...my first Moogle weapon was....PUG fists...my PUG has been 38 at that time...
10% Sound high enough? still It's all depend on your luck to get the one you want .
Why bother choose one just get all DoW/DoM to 50 and you can use all ?
Why bother change the drop rate current system is good enough , just change the loot system problem solve .
Looking at your classes on the lodestone first off I would finish up your Archer to 50 and complete the Bard once you got that just start a party with 2 WHM, 1 GLA, 1 BRD (YOU), 3 BLM and when shouting try to get experienced people + some hate doing long runs so first try short runs like 3-4 times per run and at end of the run if you still want to continue try check with the party and rotate people if they need to leave.
After each battle make sure to talk to the party and find out what can be done better + if you are going to be the party leader and you know how the battle works you can try to point out to that individual what he/she should try to see if it will improve the run with less death, etc. (Try to be polite)
Like I said first get archer to 50 and get BRD but afterwards (can do PGL but if you want smoother/faster runs do this...)
Did 3 runs last night with open invites and on the party recruit system.
1. Leave purpose and location at default.
2. Set up the party - make sure to put the class/jobs you need and set it to 50-50 so you don't get someone lower
3. In the comment section type copy/paste this.
真イフやります、経験のある方で参加したい方いましたら参加してください。 __(time)__ やります
Doing Ifrit __(time)__'s if you are experienced and want to join, please join.
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Now just shout same thing but add this at the end.
PT募集の内容読んでからお願いします、Please check class details on party search and join.
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At end of the comment if you're scared it's all going to be JP you can also add this.
私は日本語話せませんがよろしければどうぞ
I can't speak Japanese but if you would like please join.
That way they don't get surprised you got Japanese on there but can't actually speak.
Just trying to help out ^_^
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BTW reps... would be nice if you guys made tutorial on how to use that party recruit system, staff made the page for the crappy player search but nothing for this one.
This recruit system is actually really useful since it can be search from any place and doesn't restrict the players to being in Ul'dah to listen to shouts.
Also would be nice if they can fix the feature so for those searching for parties say while they are crafting with under 50 jobs but they have lv50 class of the job they want to join in for the search feature to use that lv50 class/jobs level instead of going by the current class/job you are in. Most people are crafting doing other stuff rather than standing doing nothing with their already capped lv50 class/job. (if you don't set the level 50-50 on the recruit it wont do this but same time for the person recruiting he/she may get someone under 50 and causes issued)
Last edited by Reinheart; 04-03-2012 at 01:11 AM.
Ifrit is not a solo event, its a group effort, that means that you need 7 other people to enter and win, and each entry requires inferno tapers and then there's always the chance that your PT will suck, or someone dies due to lag or your tank getting screwed over by a DD that brought cracks to him etc etc.
Taking that in mind, I think 10 wins qualifies you to get a weapon, lets say totems are 100%, wheres the problem in that?
Lets spice it up a bit and make trading the now 100% totem to the NPC results in a random weapon, you got claws first but your PUG is 12? oh well... but with the direction the game is taking where the majority are getting all classes to cap, getting any weapon is rewarding enough.
Or if 1 weapon per 10 wins is too good for you people how about---
No repeats: They are unnecessary. instead of having repeats they should turn the repeated weapon into a totem "You can't obtain this weapon so it blew up, pick up that totem" still I think this is too slow and not as rewarding/makes sense as the win 10 times earn 1 weapon approach, it sure makes a a hella more sense than having a repeated weapon that benefits nobody in the group.
Some may argue that this is intentional by SE to make drops low and allow repeats just to prolong the life of their content, so people stay busy forever repeating the same 2-5 instances for months and bitch about that than bitch about the entirety of broken game.
That's probably the case, but then again people giving up on said content find themselves with nothing to do (or want to do again to be accurate) will still bitch about the game.
I do ifrit often and I enjoy it mainly because I like straight tanking bosses and keeping hate on them alot more than trying to crowd control a bunch of weak mobs spawned by a mediocre boss that just encourages people to stack BLMs and nuke everything instead of building balanced PTs to beat 1 strong foe. (I'm too pre-WoW like that /hipster glasses)
Before 1.21 I had about 70 wins on ifrit and about 75~80 wins on moogle. I had 0 weapons from both 1 totem and 5 nut charms. Since 1.21 I have won ifrit once and it dropped my Ifrit Cudgel. (And a totem too.) Haven't done moogle since patch. /desk
Hi All,
There are a lot of good ideas in this thread. I think one of the fundamental flaws with the Primal Fights / Loot System is at its very core:
At its core, it's pretty obvious that Ifrit (when it came out) and then Moogle *were* the primary source of "Content" for an entire patch. How do they keep players busy for ~2 - 3+ MONTHS between patches?
- The lack of an overarching System to govern the Primal Fights. Specifically, long term replayability that *incentivizes* and inspires players to want to repeat the content other than just a mundane Time Sink (which is what it is now), with a broken Loot System.
Sadly, they chose a simple, archaic, blatant Time Sink method of the current Primal Loot System (Forcing Untradeable Drops into a specific player's Inventory), which of course has led to the outcry we have today.
I'm *not* justifying what Yoshida-san and team have done (I deplore it), but I think their reasoning (even now with the 10 -> 5 and 20 -> 10 reduction of Totems/Nuts) is that realistically for some / many(?) players they may *ONLY* want to get their "1 - 3" Weapons for their Main Classes, so realistically for many players, they may be satisfied just doing the Primal Fights until they get their 1 or 2 or 3 weapons and stop.
So it's not even "7/7 Weapons" to collect, it'd be "1 Weapon" or "2" etc. Which means those Players (who only play a few select Classes/Jobs) would get "bored" or be "done" even faster, if they allowed Weapons to be passed.
Now that being said, as some have pointed out here, what Yoshida-san and team *should've* done (and can still do going forward) is:
* Design a Long Term Goal-oriented System, that would inspire players to *want* to repeat the Primal Fights.
Specifically, they could've designed not only Primal Weapons (as they are now), but a few "Primal Artifacts" (i.e., some great OTHER PRIMAL ITEM) that require Rare Materials to complete.
Imagine if Ifrit or Moogle *also* dropped an Ifrit Skull, or Moogle Wing, or an Orihalcum Ingot, or Divine Log, etc. Or if they also had Gear Enhancements (upgrades) where you could gain an Abjuration (Key Item) from the Primal Fights that's necessary to upgrade Gear.
Then imagine if there was a challenging Recipe that required one of these Rare Materials to make some "PRIMAL ITEM" that could be benefit all Classes (they could make a PRIMAL ITEM for Tanks, one for DDs, one for Mages (Offensive or Defensive), a wonderful Crafting Item or Primal Tool, or something for Gatherers).
The point being that with some foresight and thought into designing some Rare Primal Items (other than Weapons), and having them driven by Rare Materials that can *only* be found in the Primal Fights, that alone would add longevity to the Primal Fights (and make players want to play more often), *while* still keeping the ability to PASS / GIVE Primal Weapons to other Party Members.
Yoshida-san and team would save all this grief and headache, and STILL have a good Time Sink, while generating more Positive Feelings instead of just adding FRUSTRATION to this game.
The Primal Weapons drop rate can still be as rare as they are now, but allow the ability to Pass drops to anyone in the Party. But that's only if they also designed a System (and Additional Primal Items with Rare Materials (from Primals Only)) that also dropped from this fight.
I think the problem is exacerbated with the terrible "cover up" by Yoshida-san about why he made the Primal Loot System (paraphrasing: "To prevent ninja looting" - Yah right) (side note: If he was that concerned about "ninja looting" why are all the new Dungeon Drops (Cutter's Cry & Aurum Vale) *back* to the Loot Pool System to allow players to PASS drops to each other?).
Now this "lowering the drop requirement" for Nuts & Totems is just a bandaid to broken Loot System. Sure it may make it "easier" for some (and the goal is less), but it doesn't resolve the CORE PROBLEM:
A need for a better LONG TERM GOAL-ORIENTED REWARD SYSTEM for Primal Fights.
I sympathize for Yoshida-san. They are trying to make 2.0 (in the background), generating lots of exciting content and perhaps in 2.0 there are Long Term Goal-Oriented Systems (like a Dynamis, or Relics, etc.), but they really should've (and can still) design a *System* that drives players to want to do these Primal Fights repeatedly, that's better than just mind-numbingly repeating the same Primal Fight HUNDREDS of times (for some) just to get the 1 Weapon you want.
With Garuda coming, and them showing off concepts for Leviathan Weapons, sadly, I think they're just banking on keeping players busy with "1 Primal Fight per patch", until 2.0 hits.
I hope we get a more meaningful change before 2.0, or at the very least, when 2.0 launches, they have better Loot Systems and Long Term Goals that make players want to repeat content rather than doing stuff like this.
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