lol i just quit doing primals and started crafting, i figured i'd do something worth while instead of wasting my time on a bad loot system and crappy drop rates.
lol i just quit doing primals and started crafting, i figured i'd do something worth while instead of wasting my time on a bad loot system and crappy drop rates.



By passing the weapon you are making the weapons easier to obtain, don't you get that ?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.
If SE allowed the weapons to be distributed from a loot pool they would sure as hell drop the drop rate down by 10 times of what it is now.
So yea the weapon becomes super rare and we are left grinding the same content over and over. (that would make me think what's the point)



But by your logic, getting 5 pairs of Ifrit PGL/Monk claws for your rank 38 Monk is okay? Not being able to pass them to your ls mate who needs them and IS a 50 PGL is okay? Having players lay on the ground the whole fight, beat him one time, get a weapon while other players have 50+wins and not even a totem is okay? ...because it takes a ton of skill to be dead the whole fight...By passing the weapon you are making the weapons easier to obtain, don't you get that ?
If SE allowed the weapons to be distributed from a loot pool they would sure as hell drop the drop rate down by 10 times of what it is now.
So yea the weapon becomes super rare and we are left grinding the same content over and over. (that would make me think what's the point)
When you can beat Ifrit by yourself, I'll accept a personal, un-passable drop system. Until then, if it takes a group to beat him, the group should decide who gets the reward.



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.
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.
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