Dear Yoshi P,
please make darklight gear 100% drop rate!!
Dear Yoshi P,
please make darklight gear 100% drop rate!!
How about 100% drop rate on one piece of equip with a 1 day lockout (for dungeons) and a harder entry fee (w/ 100% drop rate on one item) for primals? I'd rather have guaranteed loot after a difficult successful fight than the dark matter we're getting now. If they moved AF to non-instanced dungeons then the instanced dungeons could be changed for the better since I don't think rewarding better-than-AF equip for doing AF quests is good balancing.
I have an answer but I am sure some or a lotta player would hate the answer. Now I will give the answer again, and I beleive that it will satisfy 2 things that players have been asking for. #1. The Devs use a point system, now everytime you run what ever it is you are given points, you are also given points for meeting certain requirements and that could be killing X amount of mobs, bosses etc. Some of you may not want to hear this but FFXI in some of the end game content had a point type system. Now after you have EARNED enough points players go to the coresponding NPC and trade said points for what ever it is they would like to get. Now I am not saying make the points too low nor too high, so I will clarify that right now. #2. The point system also gives players an idea of how close they are to getting what ever it is they are after. #3. This will benefit both casual and hardcore players alike, it also removes a horrid drop rate issues. Now again I amnot say get rid of drops altogether as there should be a place for those as well, example HNM's or world NM's whatever the Dev's wish to call them.
SE already has a point system in some end game in ffxi, as well as Wings of the Goddess for gear and such. There is no reason that the current DEV's could not use that idea or anything from FFXI. Now again I am not saying copy and paste, but take it improve it and use it. I do understand that they want time-sync's but that is where The dev's need to be creative about it. Lets look at the level 25 dungeon and the very 1st level 50 dungeon. Players are using them to farm seals (more the low level dungeon than anything else but still). That right there is a great way to keep the old content useable (seals do need some balancing btw). Another way to help keep players in running the old content (and I dont care if it is old or new) all gear drops can be turned into materia if the player so desired. Now if SE allows all the gear to be turned into materia, I am not saying make it meldable but if at least this gear is able to be turned into say some specific tpye of materia players would definitly want to do it. All that I have mentioned above could be done to add a time-sync as well as keeping the old content being used, it may not be for everone but it is a middle of the road type idea, because no1 can please everyone.
Sounds like a good idea, but i see one flaw : how many points do you get per run/kill ? How do you calculate / dertermine that ? You are just transforming the drop rate problem into a how-many-points problem.I have an answer but I am sure some or a lotta player would hate the answer. Now I will give the answer again, and I beleive that it will satisfy 2 things that players have been asking for. #1. The Devs use a point system, now everytime you run what ever it is you are given points, you are also given points for meeting certain requirements and that could be killing X amount of mobs, bosses etc. Some of you may not want to hear this but FFXI in some of the end game content had a point type system. Now after you have EARNED enough points players go to the coresponding NPC and trade said points for what ever it is they would like to get. Now I am not saying make the points too low nor too high, so I will clarify that right now. #2. The point system also gives players an idea of how close they are to getting what ever it is they are after. #3. This will benefit both casual and hardcore players alike, it also removes a horrid drop rate issues. Now again I amnot say get rid of drops altogether as there should be a place for those as well, example HNM's or world NM's whatever the Dev's wish to call them.
The good thing in your idea is that it would add diversity to the ways of getting drops, and diversity is good.
The system I personnaly prefer is a 100% drop rate. But of course to get those 100% you have to sweat and workKill this NM to get this item, with 5 items pop that NM and kill it with 5 mates. That item could be used by a DoH to craft a key, which in turn would open a chest or a door, somewhere at the end of a dungeon. That kind of system has every one work towards one goal : open a chest / access to a boss that will drop an item for certain. But the way to get there is long and hard.
How many points is something to be determined by the Dev team. That aspect I can speak for but the idea is there. It is up to the Dev's to decide questions like how many points, what needs to be killed so forth and so on. It is something they could do if they wanted to do. Now I understand that the idea is a little rought but again it would be something the Dev's would have to figure out and balnce out. Now a 100% drop rate maybe on a few things but not everything, and again it would be up to the dev's to work these questions and or problems out.Sounds like a good idea, but i see one flaw : how many points do you get per run/kill ? How do you calculate / dertermine that ? You are just transforming the drop rate problem into a how-many-points problem.
The good thing in your idea is that it would add diversity to the ways of getting drops, and diversity is good.
The system I personnaly prefer is a 100% drop rate. But of course to get those 100% you have to sweat and workKill this NM to get this item, with 5 items pop that NM and kill it with 5 mates. That item could be used by a DoH to craft a key, which in turn would open a chest or a door, somewhere at the end of a dungeon. That kind of system has every one work towards one goal : open a chest / access to a boss that will drop an item for certain. But the way to get there is long and hard.
Last edited by Maxthunder; 05-16-2012 at 06:53 AM.
why does every 1 whine about drop rate it's not that bad. i like 1-5% drop rates make the game more challenging and rewarding because you don't got a bunch of people running around with same armour
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