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  1. #81
    Player

    Join Date
    Dec 2011
    Posts
    512
    Quote Originally Posted by viion View Post
    Taking something way out of context.

    We dont want 100%
    We also dont want 0.0000001%

    Where is the medium?

    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.
    (2)

  2. #82
    Player
    Kiroh's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,478
    Character
    Soube Miseux
    World
    Midgardsormr
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Silma View Post
    You are obviously too young and have no arguments. you shouldnt be allowed posting.

    Back on topic, I can see all those level 50 in Ul'dah showing their Ifrit/Moogle weapon. Some players even have each and every weapon for several lvl 50 jobs.

    It can only mean 2 things : 50% of the server are mindless unemployed bassment dwellers who spend all their time running the boss again and again, or it can mean that the drop rates are already too high.

    The drop rate might be too high or just what it needs to be for something like Ifrit / Moogle fight. I expect the drop rate of HNM in version 2.0 to be lower. If not, it would be a huge disapointment and a betrayal from SE to the Final Fantasy's achievement spirit.
    Again, trying to scare people is not an argument, it's fear mongering.

    Also, someone like you who wants forced scarcity of items as an excuse to swing your e-peen around should not even be discussing age or maturity. If you really need to be beaten down to feel any sense of accomplishment in anything you do, I feel sorry for you.

    Your posts (all of them) are so full of personal opinion and stupidity that it's hard to even form a logical argument to counter them as they're not even close to logical (or in most cases even coherent) in the first place. I don't think I've ever heard anyone else suggest SE needs to lower the drop rates, even among hardcores in this game there is an understanding that spamming content repeatedly is not challenging, nor is it fun.

    Where you get the unjustified sense of self-righteousness to suggest that SE would be betraying its customers if they don't make the game into what YOU want is beyond me.
    (2)

  3. #83
    Player
    Silma's Avatar
    Join Date
    Nov 2011
    Posts
    59
    Character
    Silma Floyd
    World
    Twintania
    Main Class
    Gladiator Lv 65
    Quote Originally Posted by Maxthunder View Post
    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.
    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 work Kill 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.
    (1)

  4. #84
    Player
    Silma's Avatar
    Join Date
    Nov 2011
    Posts
    59
    Character
    Silma Floyd
    World
    Twintania
    Main Class
    Gladiator Lv 65
    Quote Originally Posted by Kiroh View Post
    Again, trying to scare people is not an argument, it's fear mongering.
    Wow, i dont think I deserve such a long post attacking my person and ideas, but thank you.
    I'll browse the messages you have been posting to see what are your ideas and arguments on how to improve the system.
    (1)

  5. #85
    Player
    Kiroh's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,478
    Character
    Soube Miseux
    World
    Midgardsormr
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Silma View Post
    Wow, i dont think I deserve such a long post attacking my person and ideas, but thank you.
    I'll browse the messages you have been posting to see what are your ideas and arguments on how to improve the system.
    Middle ground, point systems, etc. Anything that encourages people to experience the content without forcing them to spam it 1000x for even the remotest chance at a drop. Not terribly difficult to grasp.

    (Also, you've insulted my intelligence, maturity, and called me a troll. The boy who cried wolf act is getting old.)
    (1)

  6. #86
    Player

    Join Date
    Dec 2011
    Posts
    512
    Quote Originally Posted by Silma View Post
    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 work Kill 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.
    (0)
    Last edited by Maxthunder; 05-16-2012 at 06:53 AM.

  7. #87
    Player
    Yellow's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    477
    Character
    Tamako Lalako
    World
    Ravana
    Main Class
    Astrologian Lv 70
    I like the idea of doing quests to unlock a dungeon, and after completed drops a set of standard gear (depending on how far you go through the dungeon).

    After you have that gear, you can then repeat _____ dungeons for x amount material which can be used to upgrade your gear~
    (1)

  8. #88
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    You get my support OP /liked

    I think its important that Yoshi-p understands that the current generation of gamers want to work towards something either in the form of tokens or a system which increases chance of loot everytime they complete the content.

    Random luck and chance is an old gaming concept, which is fine if the chance of loot is quite high but once you start to lower that chance you start to punish the player for playing your game, one of the things Tanaka was originally criticised for.

    Now I don't want to see everything handed over to the player there is a place for very rare items such as Darklight.

    I really like how Garuda gives tokens 100% of the time, I just wish the other Primals were the same.
    (2)

  9. #89
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Elexia View Post
    Look at Garuda, when BLMs could burn down the fight and everyone got what they wanted, the poor saps who leveled a class/job they liked and couldn't do the fight now will never get to do it or even attempt to try to get a weapon because people got it and have no reason to fight Garuda, even if they found the fight fun or challenging. This is why they set the RNG the way they did, since it'll make people actually continually do the content. Right or wrong, that's basically the intention of it.

    The main problem is you can do these dungeons in a way that it takes 20 min+ or that it only takes 4-10 min to do, how are they realistically supposed to balance the rewards? Speed chests are an attempt at it but that would then only start rewarding the small faction of players who can speed run every dungeon/primal etc and leave the rest in the dust.

    It's hard to really get a balance for rewarding when you have the setup we do with end-game content, since they can reward you everytime or they reward you purely based on performance which is also something people complain about because that punishes players who aren't as skilled yet (you aren't naturally good at doing content the second it's released) so while it's extreme now, the intention was to keep an even ground, it's just that, too extreme but the intention is in the right place.
    Which is why making the encounters spammable in the first place was a mistake. I doubt people would have burned out on Garuda if she had been on a 7-day lockout with a more varied loot pool. This means a) people going for 7/7 would take much longer to complete their sets and b) those with weapons that still want some of the other drops have reason to run the fight again. Drop rates would obviously have to be raised, as super low drop rates and lockout timers don't mix well.

    Granted, three stand-alone bosses and two dungeons are nowhere near the amount of content needed to support people at the level cap, which is why I tend to not say much on the matter. The methodology is pretty clear, in that regard.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #90
    Player Riv's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    1,107
    Character
    N'aivir Alexaire
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Please let me create a character that starts with everything at level 50 with all the best gear in the game on my character when i log in for the first time.

    Oh and i automatically want the new best gear in my inventory right after the patch it comes out in. Thanks, SE!
    (2)

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