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
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
My XIVPad: http://xivpads.com?2031148
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~
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.72 hour lockout
twice a day would still yield nasty drop ratesWell 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.
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
My XIVPad: http://xivpads.com?2031148
how about adjusting drop rates to x% divided by number of wins over last 24 or Y hours?
0.1% drop rates doesn't exist in this game. Play Ragnarok then play this game and come back and complain about low drop rates on what you want.
FFXI been doing it long before WoW even went into beta.
I personally would rather do ifrit, teleport to AV while timer running, the teleport to CC if timer is still running, then go back and do ifrit then. That seems better than the crazy low drop rates.
I'd even rather have taper drop rate decreased to a really low 3% or something as to have weapons so low. At least I could EXP / spirit bond then, and the time to get the weapons wouldn't change that much I think, just more rewarding when the right is finally won.
I'd rather have longer cooldowns. I don't think there's any "good" excuse for terribad drop rates, unless you want people to stop playing your game altogether.
Honestly, I think SE needs to go to the drawing board as far as their concepts of "balance" goes. Anyone who thinks doing the same thing 200 times to maybe get an item is a good way to balance the power of the item needs to rethink... everything. Maybe if we were talking about relic-type weapons (at which point I'd still prefer, you know, a progression system...).
Challenge is good. Terribad drop rates is bad. Period.
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