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  1. #1
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    Mar 2011
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    4,948

    0.01 drop rates need to die in a fire

    Seriously.

    Sometimes it feels like the biggest challenge in this game isn't garuda, or the newest raid, or hamlet defense, or <insert whatever here>, it's beating the random number generator.

    There are tons of ways to prolong the life of content without making someone feel like they have to repeat it 1000 times to maybe, hopefully get any kind of desireable reward from it.

    Earning points is my personal favorite. e.g. conquest points, einherjar points, legion points, yada yada. The best contents in FFXI used a system like this, at the very least to augment the random drops.

    The totem system helps a little bit, but the drop rates on those are just as horrendus when you consider how many you need.

    Even the most fun content can be ruined by <1% drop rates. Something is only going to be fun so many times, promise of reward or not. So why make people continue to beat their heads against something after they've already milked the fun value out of it?

    I truly, truly hope that they're simply trying to stretch out version 1.x content to keep us busy until 2.0 and that things will get a little less enraging after that.

    I really enjoy this
    game outside of this problem. Reward needs to be consummerate with risk. Make a challenging event, decent chance of a good reward. Make an easier content, either lower chance of good reward or better chance of not quite as good reward.

    MMORPGs in general need to come up with better ways to make their content last than by making you battle the random number generator and lose.
    (120)

  2. #2
    Player

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    Mar 2011
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    The reason for low drop rates is because people said they wanted no cooldown on re-entering these instances

    so maybe people should question our ability to do that first
    (12)

  3. #3
    Player
    indira's Avatar
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    Mar 2011
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    2,376
    Character
    Indira Cliodhna
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    i rather collect a type of currency in instances to trade in for a "drop" that way no repeats that will go to waste.

    kill mobs they drop currency get enough then talk to some NPC to buy a "drop", bosses drop big money.
    (1)

  4. #4
    Player
    Antanias's Avatar
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    Mar 2011
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    2,549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    Quote Originally Posted by indira View Post
    i rather collect a type of currency in instances to trade in for a "drop" that way no repeats that will go to waste.

    kill mobs they drop currency get enough then talk to some NPC to buy a "drop", bosses drop big money.
    Gotta use that currency tab for something other than gil and seals (guild marks do not count).
    (2)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  5. #5
    Player
    Hippo's Avatar
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    Mar 2011
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    240
    Character
    Miru Miru
    World
    Gungnir
    Main Class
    Pugilist Lv 60
    not another one of those threads...
    (5)

  6. #6
    Player
    MeowyWowie's Avatar
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    Mar 2011
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    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by TheVedis View Post
    The reason for low drop rates is because people said they wanted no cooldown on re-entering these instances

    so maybe people should question our ability to do that first
    Although I usually don't care for your comments, I'd say I have to agree with you on this one. You can thank all the people who want instant reentry timers for the shitty drop rates.

    Personally, I'd much rather a system similar to Limbus (FFXI). 72 hour lockout, farm 1 key per session (chances are we wouldn't be able to split up two parties in XIV with the way instances work), 4 keys required for the boss(s), boss drops are 100% (1-2). Keeps shit rare and always rewards you for your efforts.

    But again, don't expect to see anything like that in FFXIV, and you know who to thank for it~
    (12)

  7. #7
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    Mar 2011
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    4,948
    Quote Originally Posted by TheVedis View Post
    The reason for low drop rates is because people said they wanted no cooldown on re-entering these instances

    so maybe people should question our ability to do that first
    Well then, I'd rather do something once or twice a day and have better drop rates than do it as many times as I want and have horrible rates.

    Keep the minimal cooldown between entries, but cap the number of times per day, depending on the specific fight. Say, 3 primal wins per day. then up the drop rate accordingly. This way, while you might still need the same amount of real time (e.g. in days) to earn an item, it can be done while playing the content a few times a day instead of as many times as possible. this also balances the content for people who have tons of time and people who don't.

    72 hour lockout
    No. Not a multi-day cooldown. Just a set number of times per day (say, 2-3 wins of each primal fight per day, 5 hamlet defense wins per battle phase. This way you still have the flexibility to schedule the event when you want.
    (8)

  8. #8
    Player

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    Mar 2011
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    5,019
    Quote Originally Posted by Alhanelem View Post
    Well then, I'd rather do something once or twice a day and have better drop rates than do it as many times as I want and have horrible rates.

    Keep the minimal cooldown between entries, but cap the number of times per day, depending on the specific fight. Say, 3 primal wins per day. then up the drop rate accordingly. This way, while you might still need the same amount of real time (e.g. in days) to earn an item, it can be done while playing the content a few times a day instead of as many times as possible. this also balances the content for people who have tons of time and people who don't.

    No. Not a multi-day cooldown. Just a set number of times per day (say, 2-3 wins of each primal fight per day, 5 hamlet defense wins per battle phase. This way you still have the flexibility to schedule the event when you want.
    twice a day would still yield nasty drop rates
    im talking about a daily, or even every other day lockout...like you know, every other mmo has almost for their endgame content with the drops everyone wants

  9. #9
    Player
    Hippo's Avatar
    Join Date
    Mar 2011
    Posts
    240
    Character
    Miru Miru
    World
    Gungnir
    Main Class
    Pugilist Lv 60
    how about adjusting drop rates to x% divided by number of wins over last 24 or Y hours?
    (0)

  10. #10
    Player
    Theplatter's Avatar
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    Mar 2011
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    This Many!!
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    311
    Character
    Mad Platter
    World
    Excalibur
    Main Class
    Lancer Lv 90
    I far preferred the method used in FFXI to fight avatars (tuning fork, once per day). Now granted, 100% drop per fight might be a bit much, but at least that might call out the need for more creativity with drop types other than just the 7 weapons that each primal drops.
    (1)
    Quote Originally Posted by Tanathya View Post
    As much as it might hurt you, and as much as someone else brings the balance issues up, FFXI had the jobs right. And, you know, this is a FF, and I don't see you guys complaining about people asking for WoW things. So please.

    Also, it's not like this dev team is being true to the roots of the jobs anyway.
    This game is not WoW; if you want WoW, go play WoW. If you get butthurt when people mention Final Fantasy XI, then shut up about WoW.

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