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  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    548
    Quote Originally Posted by Krausus View Post
    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.
    People fight for loots? Very simple. When I make a party for dezmael, beforehand it's said. You keep what you get, unless you want to give. That's how it is. Everyone exchanges it for seals anyway. So cut the QQ and bear with your luck. If you don't want it or like it, you can leave and won't be missed. I am sick and tired of the drama over dungeon loot.
    (0)

  2. #2
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Whatever the solution it's just maddening to go on so many runs to hear "Lol I got a axe for my level 10 marauder!" that has to stop...
    (0)

  3. #3
    Player

    Join Date
    Jan 2012
    Location
    Zee Puff Puff
    Posts
    246
    We want candies! We want candies!

    or...

    Trick or Treat Square Enix!
    (0)

  4. #4
    Player
    Tetsaru's Avatar
    Join Date
    Jul 2011
    Posts
    331
    Character
    Tetsaru Arigashi
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    I say either make the weapons drop to your loot list so they can be passed, or else have 1 Inferno Totem, Kupo Nut Charm, etc. drop for each person in the party after every kill. People who don't need or want them can pass those too, as usual.

    And 10 items per weapon seems fair to me. If you wanted every weapon from a primal fight, that'd be 70 kills for each primal, and I know a friend who has had to do over 100 kills on Ifrit before he got his SECOND weapon to drop.

    Either way, reward the player based on time and effort spent, not dumb luck.
    (1)

  5. #5
    Player
    Jean's Avatar
    Join Date
    Sep 2011
    Posts
    15
    Character
    Diska Tekker
    World
    Ultros
    Main Class
    Gladiator Lv 90
    Change loot distribution as a whole.

    • Make all current and future Instanced Raid bosses/Primals to drop a single treasure chest. Upon kill, bosses/primals also drop company seals.

    • Open a loot list when interacting with a boss treasure chest, containing all of that boss's or primal's respective drops. Let each player pick one reward from the loot list. In other words, players are guaranteed a reward of their choice for completing content. This also gives control to the individual and not linkshell rules, avoiding ninja looting, drama, etc.

    • Keep the short lockouts. Modify them to track boss chest redemptions and restrict players from receiving more than one reward per chest, per week. Reward timers reset on a set day of the week for all players. This ensures that players who have received their weekly rewards can still participate in Raids and Primals at any time to help their friends or linkshell members, without allowing gear to be obtained rapidly either.

    • Let players choose to receive one token(totem) from a boss chest as a substitute for equipment, tied to the weekly timer. Adjust the token NPC to contain all grade-IV materia and let tokens be traded in for them 1:1. Add more expensive, long-term rewards(e.g. private room furniture, inventory space, mounts) to the company seal and token NPCs. There needs to be an incentive, such as seals and tokens, to repeat content after players have collected all of the gear from a particular Raid/Primal, and there's definitely other ways to do this than what I can think of right now. ihatemateria

    I feel like I'm missing something. A weekly timer might be too steep, I don't know. It just bothers me when MMOs are aggressively grindy to the point of being unfair. I don't feel that players should be subjected to drop rates at all when it comes to boss rewards, endgame or not. There's no reason for parties to receive virtually nothing out of a Raid/Primal clear due to pure luck. If they beat a boss, they've earned their reward.

    And if this kind of system would be difficult for the developers due to "technical limitations", that's just sad.
    (0)

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