



no, that would be the issue. think about it. if you get a nut from that chest you can pass it through the loot list from that very same fight. if they can do it with one thing out of the chest and not another that is programming fail and nothing more if the engine is the excuse.
truth is it's not the reason it's not there. the truth is yoshi stated it was to keep people from ninja looting the drops. it's a fail argument itself, but it is the excuse he gave.
http://crystalknights.guildwork.com/



...it can't be the hard to change as EVERY OTHER CHEST in game has items that go to loot list and are passable. If what is tripping SE up is the fact that we need tapers/charms to qualify for fight...fine. Make it that you need the rare/ex items to enter. Get rid of totems/charms and allow players to pass weapons. Done.It was explained before that they are unable to do it with current engine because of how primals chest works. Everyone gets their own personal chest instead of shared like dungeon's chest. Not that i am against this idea, it might just not be possible with current system, although it doesnt make sense too since we can pass totems...
Agree
That
I
Do


They goes straight to your inventory. The Allagan Keystones, that is.


Kinda given up on them listening to us regarding this. They appeared to have listened at first lowering the totem cost per weapon and while that was a crappy compromise compared to what most of us actually wanted (either passable dupes or 100% totem rate with higher costs per weapon) but then decided no, drawing out the content is more important to them.
I dunno I just feel like drawing this out is more important to them than what the player base actually want. Pessimistic but yeah.
Last edited by Wevlum; 04-12-2012 at 06:22 PM. Reason: typo
The Ul'duh Inn is like an antique shop...full of crap and always closed."You don't have to say anything, I just look at your life now and work backwards." - Black Books



Should be 100% totem rate with current costs.

I don't mind the primal weapon drop system. I wouldn't mind a system where you could 'pass the weapons', but making totems 100% isn't something I would like to see. IMO, the weapons should be hard to obtain, not guaranteed after so many runs. Or another solution I'd be in favor of is totems / Nut Charms dropping instead of duplicate weapons.

I'm amazed people actually continued to repeat these fights 100's of times to get 7/7. I'm one of the lucky ones that only had to beat Ifrit about 40 times total to get my 7/7 lol. That's good proof that the system isn't in any way fair to all players. I think the fact that you can go for so many fights with nothing to show is too discouraging and not good design from the devs. I feel I obtained my weapons way too easily and quickly (complaining about being lucky; Ya! I'm serious! lol). The content should be able to survive after each patch and still be viable. The way it is now I wouldn't ever do Ifrit again for personal gain, only to help other players. There is nothing in it for me except piles of Dark Matter. So after seeing other peoples ideas and the dev's stance on how this system should work; I think I have a suggestion that might fit the criteria needed.
Tokens are a good idea I think since, when they drop, you know you are a step closer towards your goal. Some players think making them a guaranteed drop after each win would be a good solution but I disagree. Even if you raise the amount needed per weapon, you will have a set lifespan for the content. (example: 200 wins = 7/7 no questions asked). Having no luck in the equation will make the content monotonous and predictable.
The other idea is to make the weapons dropped from wins fall into loot lists so they can be passed to others if they so please. This is a horrible idea because even with a low drop rate, the system can be easily abused. The devs already acknowledged this; Each player has a chance of getting a weapon after a win but if an entire group is working on gearing a single person, all the other participants are increasing that persons chances at a weapon by 8 times. Even with the passing of tokens, the system is still unfair. ( My first weapon was obtained by totems and was thanks to friends passing me theirs or me buying them off others after a win.)
Having weapons drop from primal fights (even at a low chance) is unfair to others and is a lazy solution to prolonging the content. Instead all weapons should come from the token system. This means that tokens shouldn't be trade-able and should drop at a very consistent, if not completely consistent rate. To remedy the problem with predictable content lifespans, the "luck" factor can come into play when trading in the tokens. Have a price in tokens that requires a good amount of repetition (maybe 15-25 tokens if they are a 100% drop). For this price, have a random primal weapon be redeemed. This means that everyone's first primal weapon will be a predictable or somewhat predictable event. It will serve as a way to excite all players and they will have something to show for their efforts. This means that eventually getting to 7/7 will become a more luck based attempt. Turning in your tokens each time for the set price will most likely give you duplicated weapons in the long run. This would make 7/7 unbalanced so to fix this problem a second price in tokens could be introduced. The second price would be much higher (3-7 times or more) the random weapon price but it would give you the option to choose your own reward. This means all players have the choice to gamble for their 7/7 or to work towards a guaranteed weapon for a higher/more visible effort price. The existence of tokens help to show players that each of their wins is getting then 1 step closed to their projected goals. The only thing that I can see missing from this idea is that since none of the drops from wins are trade-able, there is no reason to repeat the content after 7/7. But this too can be solved with tokens. Tokens can be redeemed for more than just the primal drops. They could make our totems exchangeable for Grand Company seals or other rewards. You can even turn the Token system into a gil sink with the idea of X tokens + Y gil = Z GC seals or whatever other reward you can think of. So as far as I thought this out, it sounds to me like a viable option for primal (even dungeon) rewards.
Anyway TL;DR
1.Remove weapon drops and passable tokens.
2. Make tokens a 100% drop
3. Have a price in tokens that = random primal weapon
4. Have a higher price in tokens that = your choice of primal weapon
5. Make tokens redeemable for other rewards so 7/7's can still do content and get something out of it for themselves


People still equating difficulty with tedium. What we want is visible progress or for the game to not troll us with dupes. No one is asking for handouts, many people have said time and time again that if totems were 100% drops they wouldn't mind them 1) being untradable and 2) cost for weapons getting raised to 20. 140 Ifrit fights to get 7/7 is enough ffs especially when I keep seeing stories like "lol I don't know what you guys are talking about, I got 7/7 in 50 runs~" Can you not see the problem with this?I don't mind the primal weapon drop system. I wouldn't mind a system where you could 'pass the weapons', but making totems 100% isn't something I would like to see. IMO, the weapons should be hard to obtain, not guaranteed after so many runs. Or another solution I'd be in favor of is totems / Nut Charms dropping instead of duplicate weapons.
The Ul'duh Inn is like an antique shop...full of crap and always closed."You don't have to say anything, I just look at your life now and work backwards." - Black Books
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