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  1. #1
    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 Zantetsuken View Post
    EITHER of the following quick-fixes would be fine by me:
    • Allow players to pass weapons to other party members
    • Remove weapon drops, boost Totem/Charms drop rate - at least two drops per party per fight

    My ideal solution (pre 2.0):
    • Remove Weapon drops.
    • Chest is guaranteed to drop 1-2 Totems/Charms (no longer trade-able)
    • Chest also drop 1-2 random thematic HQ rewards (eg. Eye of Fire, Obsidian, Fire Clusters, Rubelite, Fire Potion, Electrum Ingot, etc. for Ifrit).
    • Trade-in increases to ~20 totems/charms per weapon as well as some other high-end materials (eg. ingots, leather, etc)
    • NPC then "Crafts" weapon for you.

    Advantages:
    • Obvious progression towards getting a weapon.
    • Players not burnt by terrible luck.
    • Players can get their weapon of choice.
    • Thematic rewards enhance the elemental aspect of the encounter = immersion +1
    • NPC crafting = immersion +2


    Disadvantages:

    • Lack of suspense in opening chest.
    • No 'Big Reward' for victory.
    • First-timers will have to grind to get weapon instead of having a chance at a lucky drop.
    • Players may abandon content after getting their weapon of choice.
    Agree with this post, I don't see a noob getting a chance at a weapon the first time as a disadvantage though, they should work just like everyone else. (Currently this is one of the most infuriating aspects of these fights when a new lvl 50 is carried through the content and walks away with the weapon you have been wanting for months)

    Good suggestion though, pretty much the same as I would like to see happen.
    (0)
    Last edited by Jinko; 04-13-2012 at 02:54 AM.

  2. #2
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Jinko View Post
    Agree with this post, I don't see a noob getting a chance at a weapon the first time as a disadvantage though, they should work just like everyone else. (Currently this is one of the most infuriating aspects of these fights when a new lvl 50 is carried through the content and walks away with the weapon you have been wanting for months)

    Good suggestion though, pretty much the same as I would like to see happen.
    I did some updating/reformatting of my suggestion if you want to update your quote.

    But yeah, the biggest issue might involve players who no longer do the battle once they have their one or two weapons they need.... However, if some of this new materia can only be obtained from Ifrit/Moogle weapons, then it may mitigate that issue.
    (0)

  3. #3
    Player
    Karbine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    266
    Character
    Karbine Vashai
    World
    Excalibur
    Main Class
    Miner Lv 50
    Regardless I think the need/greed system is coming into effect in 2.0 anyways so I'm not to concerned with the current version of primal drops since the drop system will be done away with completely.
    (0)

  4. #4
    Player

    Join Date
    Feb 2012
    Posts
    156
    Passing a weapon is basically increasing drop rates or another way around drop rates. Stop crying and deal with it, not everyone should be running around with every drop/weapon.
    (0)

  5. #5
    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 Wirritosama View Post
    Passing a weapon is basically increasing drop rates or another way around drop rates. Stop crying and deal with it, not everyone should be running around with every drop/weapon.
    Actually when you have repeated the content successfully 100-200 times you should at least have the weapon you want.

    Saying otherwise is just retarded that's an immense amount of time to be grinding the same thing and would probably put a Korean grind fest to shame.

    Although I agree that passing the weapons is not the best solution, but 100% token drop and working towards the item you "actually want" is. (people should be rewarded for their hard work)
    (1)
    Last edited by Jinko; 04-12-2012 at 11:56 PM.

  6. #6
    Player
    Asiaine's Avatar
    Join Date
    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Jinko View Post
    Actually when you have repeated the content successfully 100-200 times you should at least have the weapon you want.
    Problem 1: You should not have to repeat anything 100-200 times. It is not that we should get the item after doing it 100-200 times, we should not need to do it 100-200 times to begin with. That should be addressed ^.^;

    Quote Originally Posted by Jinko View Post
    Saying otherwise is just retarded that's an immense amount of time to be grinding the same thing and would probably put a Korean grind fest to shame.
    This world has always been about grinding, but some things should not be over-grounded? ^.^;

    Quote Originally Posted by Jinko View Post
    Although I agree that passing the weapons is not the best solution, but 100% token drop and working towards the item you "actually want" is. (people should be rewarded for their hard work)
    Problem 2: 'Working...' We should not be 'working'. This should not count as work. This is supposed to be fun.


    I am not in favour of making things common. I like things to be rare, and can appreciate some things being ultra-rare.
    I am not in favour of SE holding our hands and stopping us from tiring ourselves out. We are not babies, and should be able to tell when we are getting tired and go do something else.

    I am in big favour of addressing the underlying problems. In this situation, the 'mechanic' for obtaining an item is to repeat the exact same thing 100-200 times. After a while you reach a point where if you could, you could macro the entire thing quite easily.

    If you had to do 100 quests in order to receive a reward, but each quest was sufficiently different, then I believe there would be less complaint.

    And I think maybe that is where the answer may lie. We would do the equivalent of 100-200 runs (time wise, skill wise, challenge wise), but each run would be different enough to keep it interesting.

    For example:
    Varying mobs and critters of different levels or skills.
    Changing maps and locations of levers/pitfalls/etc.
    Fighting different boses, whose tactics would be different. (Or even the same boss occassionally who changes tactics each time).

    Imagine if you will, for Ifrit:
    There was no safe spot, and where he jumps each time would be different. This alone would make it a bit more interesting.

    Imagine perhaps, Princess:
    You can't set the timer to when the guard will appear. Or know when the supporting ants will appear. Or know exactly when Marshall will appear. They would appear randomly, or not at all, or more than you would expect. Or different things would appear to help her. Perhaps she would run away and hide behind a giant ogre.

    At the very least, removing the pre-recorded choreography from each fight would make each fight a bit more interesting.

    Therefore the challenge falls onto SE. Not to give in and make everything easier, but rather to strive harder to make the content more dynamic, less predictable, and more engaging.

    That is what I want solved ^.^
    (0)

  7. #7
    Player
    ThePatriarch's Avatar
    Join Date
    Mar 2011
    Posts
    537
    Character
    The Patriarch
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I liked the OP.

    I liked it with the intensity of 1000 suns.
    (0)
    Bring Quality Notorious Monsters to FFXIV!

    http://forum.square-enix.com/ffxiv/threads/40738-Highly-Notorious-Monstersz


  8. #8
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Updated OP with Asiaines idea.

    I wouldn't be against having totems drop 100% with higher requirements either it's at least visible progress in your goals.
    (0)

  9. #9
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    I would be fine with 100% totem drop rate for all members but them becoming untradeable.
    (2)

  10. #10
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Jynx View Post
    Just so the community team can have a solid place to point when we as a community speak out about this issue.

    From what I can gather (Feel free to correct me) The main frustration with Primal loot is not that it doesn't drop often, or how hard the battle is, the wait to re-enter, or the number of charms/nuts we need.

    The real issue is that we can't pass the weapons to those who actually need them.

    Vote if you think the only thing we need to change is how the Primal loot is distributed!

    *edit*
    This post itself isn't about any other solution than passing of drops if you want to suggest another solution don't like this option. Only vote for this if you think the only thing that needs to change is the abillity to pass your weapons (Keep the U/U but allow them to be distributed after the kill)

    Furthermore if anyone else wants to propose a idea for a solution let me know and I'll link it in this as the post for ____ idea. I'll try to keep replicated ideas on a single post though I am human so let me know if you think i misjudged your idea as the same as someone elses. I'll format this post accordingly when other ideas roll in.

    Drop suggestion posts.
    Click the blue arrow to forward to the suggestion you agree most with and give it a like!

    Jynx: Just allow us to pass drops (This post).


    Chardrizard: 100% totem drop rate, but more totems required.


    Asiaine
    : (Keep everything as it) Make duplicate drops to a player become 10 totems.
    yeah I have always wished they never messed with it and left it like dungeon loot, SEs excuse was they where afraid people would fight over the loot, well its a good enough system for dungeons why not primals.
    (0)

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