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  1. #1
    Player
    Jokerz's Avatar
    Join Date
    Apr 2012
    Posts
    272
    Character
    Axel Smith
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Lux_Rayna View Post
    Err he did misunderstand my point. And I quite understand probability thank you. The problem with probability is that its infinite. There is no "avg person gets a drop after 50 runs," which is precisely why spamming it does not help you. You get it when you get it, it is entirely random when you do get it. As there is no fixed outcome, as there is no fixed result after an avg number of runs, spamming it is just entirely pointless. You increase your chances for getting something faster (in terms of days), theoretically, but no one knows if that difference is significant enough to even be worth doing. That's precisely my point, most of the time when you are spamming something with a low drop rate you are simply wasting your time. The more you try your hand at low odds, the more you'll lose. The best way to play low odds is to spread out your attempts and hope you get lucky.
    And you support content where loot is based on this? I'm not a loot whore myself but I realize the current endgame content is completely half-assed in implementation. I mean speed runs...that in itself is a horrible concept, low drop-rates are frustrating and encourage spamming of content(just read up on voidwatch in FFXI) it's not an issue with the player base, it's SE's recent lack of creativity. I sincerely hope when 2.0 comes around some lasting content will be implemented however, and I'm holding on to the belief that current content is to tide us over.

    Really I'm hoping to see more events where I build towards something, or maybe go the monster hunter route where the only drops we receive is monster parts or something, and we have to find a crafter to synthesize the parts into gear. Or gather numerous armor pieces and having them patch together to complete the piece.
    (1)

  2. #2
    Player
    Lux_Rayna's Avatar
    Join Date
    Dec 2011
    Posts
    911
    Character
    Vynce Walker
    World
    Sargatanas
    Main Class
    Miner Lv 50
    Quote Originally Posted by Jokerz View Post
    And you support content where loot is based on this? I'm not a loot whore myself but I realize the current endgame content is completely half-assed in implementation. I mean speed runs...that in itself is a horrible concept, low drop-rates are frustrating and encourage spamming of content(just read up on voidwatch in FFXI) it's not an issue with the player base, it's SE's recent lack of creativity. I sincerely hope when 2.0 comes around some lasting content will be implemented however, and I'm holding on to the belief that current content is to tide us over.

    Really I'm hoping to see more events where I build towards something, or maybe go the monster hunter route where the only drops we receive is monster parts or something, and we have to find a crafter to synthesize the parts into gear. Or gather numerous armor pieces and having them patch together to complete the piece.

    Well it shouldn't all be like that, as that sort of environment isnt meant for everyone. Not all of us like to gamble, not all of us enjoy playing odds, and no matter how you slice it, you will lose more often than you will win. Its a rush for some ppl (myself included) but I also recognize that it is hell for most ppl. There should be a balance between luck-based content and guaranteed reward-based content. I think the token system that someone mentioned here (Garuda's current system) is a great great compromise between the two. But honestly i'd prefer that they have exclusively luck oriented content and exclusively guaranteed reward content. That way the prestige of luck-based items is still held up, and the difficulty of certain dungeons can be increased significantly in favor of guaranteed drops. There should be both types to appease all the gamers out there.

    I think its just an issue for SE right now because jobs aren't quite balanced yet. Garuda was a good step in the right direction in terms of challenging content, so hopefully they build on that and deliver difficult fights/dungeons without the luck factor. Or at the very least, make the drop percentage more reasonable (10-30%)
    (2)
    Last edited by Lux_Rayna; 05-14-2012 at 06:42 AM.