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Thread: Why not this.

  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
    Player

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

  3. #3
    Made perfect sense.

    -Introduce higher lockout timers on end-game content (yes yes, casuals will bitch blah blah.)
    -Garuda having 100% drop rate on it's 'currency' is a right step in terms of primal fights since if you beat it you'll be making progress regardless of not getting a weapon.
    -Introduce a currency/exchange point system like Assault/Einherjar/Nyzul.

    That's the gist of it. Even WoW has higher refresh timers on content, people complain about low drop rates yet ignore the fact you can live in dungeons in this game and they logically can't give you the gear at a high % drop.
    (1)
    Last edited by Qeepel; 05-19-2012 at 03:05 AM.

  4. #4
    Player
    Ryans's Avatar
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    Ryans Tardis
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    Hyperion
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    Gladiator Lv 53
    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
    Player
    ChickNorris's Avatar
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    Chick Norris
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    Archer Lv 58
    What we need are people responsible for their experiences.
    (3)

  6. #6
    Player
    Viritess's Avatar
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    Character
    Viritess Vonschalt
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    Sargatanas
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    Lancer Lv 50
    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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    Anavi Anael
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    Thaumaturge Lv 90
    What we need is JUMBO CACTUAR!
    (4)

  8. #8
    Player Denmo's Avatar
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    Denmo Mcstronghuge
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    Quote Originally Posted by Elexia View Post
    -Introduce higher lockout timers on end-game content (yes yes, casuals will bitch blah blah.)
    I'm casual, and you wouldn't see me bitching about that. I'd just work it into my casual schedule. OH look, I only planned on playing Garuda 2-3 times this week! Looks like this is no problem for me.

    What's that? You want to play Garuda 50 times this week? Too bad, Mr. Hardcore. Lockout timers~

    (7)

  9. #9
    Player
    Viritess's Avatar
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    Viritess Vonschalt
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    Sargatanas
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    Lancer Lv 50
    I really have no issues with folks wanted to do content as often as they want, i think Drop rate really needs to be on a sliding scale, especially in this game where you can be many classes.

    I really think its best setup mechanics that allow the players more choice in their rewards for their first drop along with good odds, and then slide the drop rate down as you get your drops. Want a lance first, get a high droprate for the lance.

    Want weapon number 7 of 7, much lower drop rate. Completionists get the fuzzy feeling of having all 7 weapons. And people who just don't have the time can atleast get something for their favorite class more easily.

    Personalized Drop rates on a sliding scale will help ensure that people can still play/fight/and raid fairly often even if we kept the current timers. While still allowing better odds and a more rewarding experience.

    I can't help wonder why a conversation about Raids and drops always has to have only 2 answers. As if theres no other way then the same way its been done hundreds of times.

    Multi day lockouts are no fun, especially if your practicing with new LS members, or trying new things. When your have a large group of people on lockout theres even less going on. If people want to run something many many times i encourage them to do so, and would hate to force them not to.

    But at the same time Static Drop rates are hardly fun either, especially without the ability to trade/swap/choose what your after in the first place. No one wants duplicates they can't keep or sell. No one wants a weapon for a class they dislike more then the class they love.

    As i suggested earlier in the thread i truely belive the best route for FF14, with the armory system as it is/will be, Is to design a Character centered, Sliding scale (diminishing returns so to speak) Droprate. The drop being a a Transitional item that can be Turned in/crafted/or altered on the spot to the weapon of your choice.

    Two sides can argue at eachother till their blue in the face (fingers?), but untill we find middleground nothing will change, including the arguments, name calling and dissatisfaction.
    (3)

  10. #10
    Player
    KiriA500's Avatar
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    Doctor Beatbox
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    Excalibur
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    Pugilist Lv 90
    Quote Originally Posted by Elexia View Post
    -Introduce higher lockout timers on end-game content (yes yes, casuals will bitch blah blah.)
    ...what...?
    (2)

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