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Thread: Why not this.

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  1. #1
    Player
    Enfarious's Avatar
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    Elasandria Servion
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    Hyperion
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    Gladiator Lv 50

    Why not this.

    All these "EG" things.
    Longer delays between entries. We can do all this "EG" stuff as fast/often as we want cause we asked for it, they gave us SHITE drop rates in exchange. Longer entry delays, a "reasonable" currency/exchange rate, no not old Dyna pacing of 2 runs/week @20 currency/run needing 15k currency for completetion, that was excessive. Find the happy medium.

    Something like 1 run tag every 12hrs stacked to 3 for each "content" so that you can, like in nyzul, choose to go every day, or go a few times every few days. I think is a far better system for the "casual" and "hardcore" (such BS terms) alike.

    Everyone that's willing to put in some time will get stuff eventually, it's fair, it's scalable so that you can't get the "best" gear in a week, that "God Body" needs 5k AV coins @an avg. of 30 coins per run, so to get it your saving through 300+ runs @2runs/day, but the "mid grade body" is 2k so yeah if you want something nowish grab the "low grade body" for 500.

    Add to that having more than 1 of each piece at each grade, so DRG has 4 diff hi grade, 4 diff mid grade, 4 diff low grade, etc. content guarantees rewards over time, is scalable, stays worth going to because even if you don't get the random "defender's ring" from the "shadow lord" then at least your progressing to something.

    Even farming pops and doing T1 NMs for Sea/Sky you got drops, and a crazy hi rate, so there was always some reward for the time put in.

    Garuda is a step in a good direction, now if they'd fix the rate on Ifrit I'd actually have a weapon.
    (10)
    Last edited by Enfarious; 05-20-2012 at 10:22 PM.

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  2. #2
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    Yes. I didnt understand anything but i think your idea is good!!
    (12)

  3. #3
    Player
    Colino's Avatar
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    Colino Nyea
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    Quote Originally Posted by Chardrizard View Post
    Yes. I didnt understand anything but i think your idea is good!!
    I'm with you. My brain just goes to poop if there aren't enough paragraphs.
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  4. #4
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    Ryans's Avatar
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    Ryans Tardis
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    What we need is some spammable content and some locked content. Things like primal fights should be the spammable things in my opinion. One fight and done. Whereas there should be more extensive content, like dungeons, with multiple bosses and last longer than an hour with a lock out timer.
    (1)

  5. #5
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    ChickNorris's Avatar
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    What we need are people responsible for their experiences.
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  6. #6
    Player
    Viritess's Avatar
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    Viritess Vonschalt
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    Sargatanas
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    We could also use a more obvious title. But since this is a Item drop rate/Boss loot/Token Discussion, i happily repost like i do every time a new thread comes up on this topic (like the one that started a few days ago), Enjoy:

    If i may i think the RNG loot drop for specific items is old news. If i may here is a type of system i prefer so i'll repost it. (fair warning when i give constructive posts threads die

    As cool as it is to get the weapon drop from the boss. with the armory system the way it is and folks getting say x amount of swords in a row before they ever see say the Lance they actually want i really wonder if there is an optimal system.

    So i'll throw my suggestion out there!

    Instead of the full weapon being dropped, drop a universal base item, lets call it Ifrit's Molten Horn.

    So you beat down Ifrit, and the Molten horn drops and you get it. Awesome, now what?

    Behind Ifrit theres some sort of ather filled molten pool. take the Molten Hron to the pool, and choose your desired weapon. Say you want a lance. Horn plus pool equals the lance you chose.
    (you now have a system where folks are still going for a drop rate. but atleast they can be rewarded the first time with the weapon they really wanted!)

    Now as an optional part of this system. Have drop rate "success" measure per person. For every Molten Horn you've gotten your drop rate chance lowers by a perdetermined percentage. (To a set minimum. dont want folks ending up with a 0.0000001 drop rate. that would be aweful)

    If we throw out a number say No horns recived and transformed = 30% you could take 3% off your chance. so by the time your going for the 7th weapon (currently 7 DOW/DOM classes) your at round 9% chance. (Also with being able to make materia out of Moogle and ifrit items might have to stick with Horns recived with a set minimum drop rate)

    What this accomplishes: Folks who are only running Ifrit for 1 class'es weapon don't have to spend as many runs to get it as those who want all 7. But it also means you have to descide which you want most and least and how many times your willing to run for how many Classes.

    Depending on the starting % (no weapons) and the ending percentage (6 weapons?) owned you might be able to drop the token system and not have to worry about 2 Drop rates to balance.

    This way you get more of a Scaled reward system by how many runs you want to do vs how many weapons you want.

    Those who want all will run it more. those who want one or two for their favorite classes can run a bit less. And everyone atleast gets the one they wanted in the first place!

    Honestly, we all have a favorite class we want our best stuff for. would be nice to choose on the spot instead of Your buddy wants a sword, you want a lance, and you get a sword you didnt want. now your semi disappointed and so is your buddy. that isnt the feeling anyone should have when you take down a big bad boss.

    What you want after downing any big boss is either "Darn maybe next time" or " Yes i got (Can get) something i always wanted!"

    Thats how i feel. Let us make smart choices with a base reward we can change into what we REALLY went there for in the first place! (Not to mention if folks get a reward they wanted i belive they would be more likely to run it again with some other people, because they will remember a more positive or neutral feeling as apposed to varied negative feelings and then a positive one here and there.
    (3)

  7. #7
    Player
    AnaviAnael's Avatar
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    What we need is JUMBO CACTUAR!
    (4)

  8. #8
    Player
    Enfarious's Avatar
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    Elasandria Servion
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    Cause I wrote it somewhere else, and because it goes to the general principle of all the change vs. don't change crap.

    Sometime someone has to realize that allowing yourself 16hrs a day 7 days a week to play, then complaining when you complete 100 hours worth of content in a week isn't the "casual(still BS term)" players fault. The majority of players, from what I've seen after 10 years of MMOs aren't the 12hrs+ everyday types, those are the minority, suiting the minority by requiring 100hrs to get 1 drop, will eventually drive away those with jobs/school/family that can't play all those hours. If SE is going to accomplish anything remotely close to making all the content accessible to everyone they need to find a way to allow players w/ less time to still get things while not making everything too easy to get.

    The suggested per person per "content" drop rate with decreasing returns for each successive drop is one decent way to do this. A point system is another decent way, a point system where is purchase increases the price scales it even further. Both give players with less time a chance to get things they'd like w/o needing years, and those that spend more time will get multiple things with each taking a bit longer than the last. If to get that 7th weapon takes some 300 runs there will be plenty of people that just can't/won't invest that kind of time. Allowing the first to be acquired after as few as 1~10 run so that the first time you win you feel just that much more rewarded but know that each successice drop will take 10 more attempts than the last to get so drop 2 @10~20, 3@ 20~30, 4@ 30~40, 5@40~50 ... assuming you go for 4 weapons and get lucky enough to have them drop at the low end of the rate 1+10+20+30 = 61 runs for those 4, getting the last 3 131+ runs, again players with time to sink in get more players w/ less time will move on.

    Stop claiming everything in the game is "Ok" SE agrees that things aren't "Ok", Yoshi tells us regularally that things need improvement, constructive critisim, even of your "heroes" is important. It's how, as the people paying for this endeavor, we get to see some return on our time and money. You do realize it's our money that makes this all possible, for that we should be able to get something we truly enjoy. I don't expect to "love" ever aspect of every system in place, but like in XI I will leave what I don't like alone, content wise, things that will simply take too long for me to do in a realistic time frame will be ignored, but I shouldn't ever look at things and say "Well I think this could be improved, but I'll say it's ok the way it is because I don't think anyone should ever have to change what's already here." If that's the approach people take then nothing good would ever come of these forums, or the desire that has been shown to "please" the players.
    (0)

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  9. #9
    Player
    Hyrist's Avatar
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    Heres the rub.

    If you make drop rates better, even with longer entry timers, then the interest in the content dies faster.

    I'm in complete agreement with the idea that the RNG system needs to go. However, in order to encourge people to replay this content after the permanent loot is gone, then there needs to be some sort of highly desirable consumable involved.

    Primal Weapons? Cool, but you get to keep those. How about Primal Meteria? Or Droughts of Elemental essence? (a drink that allows you to absorb or highly resist damage of a particular element.) Beyond merely the "have primal, can use it once" extension - you'll have many reasons to go back to fight these monsters even when you've gotten their permanent drops.
    (2)

  10. #10
    Player
    Catapult's Avatar
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    Thal Icebound
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    Quote Originally Posted by Hyrist View Post
    Heres the rub.

    If you make drop rates better, even with longer entry timers, then the interest in the content dies faster.

    I'm in complete agreement with the idea that the RNG system needs to go. However, in order to encourge people to replay this content after the permanent loot is gone, then there needs to be some sort of highly desirable consumable involved.

    Primal Weapons? Cool, but you get to keep those. How about Primal Meteria? Or Droughts of Elemental essence? (a drink that allows you to absorb or highly resist damage of a particular element.) Beyond merely the "have primal, can use it once" extension - you'll have many reasons to go back to fight these monsters even when you've gotten their permanent drops.
    You're right. there is SO much that could be done with these fights beyond just getting their rare drop.

    Somebody kill off the G5 Dark Matter drops already.
    (1)

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