I've seen a much higher drop rate than 10-15% if score is over 60k. Maybe we've just had luck though. Also this can't be called RNG. Score matters. A lot.
I've seen a much higher drop rate than 10-15% if score is over 60k. Maybe we've just had luck though. Also this can't be called RNG. Score matters. A lot.
Ehh, I dunno... I've seen about 20 wins now above 50k, at least half or more 65k+. To my recollection there's only been 3 seals.
Thats just a bit nauseating. Is tanaka back in charge? Those weapons better be freaking amazing because getting an entire linkshell geared out with them hardly seems worth the effort at this point.
The comments in this thread fascinate me, in a scientific, social science sort of way. These requirements really aren't 1/100th as steep as those for getting relic weapons, even 1/1000th. Yet while I can barely recall a complaint a year about the difficulty of procuring relic weapons, it prompts a veritable flood of complaints in this context. What is it that has changed? Is it the perception of the community? The implementation? The very social structure of MMO players? Or perhaps a combination of all three.
In XI- you actually felt like you were working towards a goal, you could buy the bills, and although in all actuality it took longer, the process wasn't that bad because you could see your progress, and if you had the gil, you could buy progress..The comments in this thread fascinate me, in a scientific, social science sort of way. These requirements really aren't 1/100th as steep as those for getting relic weapons, even 1/1000th. Yet while I can barely recall a complaint a year about the difficulty of procuring relic weapons, it prompts a veritable flood of complaints in this context. What is it that has changed? Is it the perception of the community? The implementation? The very social structure of MMO players? Or perhaps a combination of all three.
In XIV - It's all luck, everything in this game is luck, you could pick this game up day one and have a chance of picking up a relic within a few months, considering this is even how you get them.
On a side note - I kinda disliked XI's system as well, but I think the system they have now is a step even further in the wrong direction...
Last edited by RathSkybreaker; 05-23-2012 at 02:48 PM.
http://dn.guildwork.com/
Yes, this is exactly my issue. Typically in an MMO, you want to design content around rewarding skill (execution and being well geared) or effort/dedication (something you can work towards over a period of time, gaining a steady amount of progress as you do so). All of XIV's content does neither, instead forcing players to do the same piece of content over and over again, handing out rewards blindly like a lotto. I would really like to attribute this being an easy way to hold over players while they dump their main efforts into 2.0, but if this remains the design philosophy past that...count me out.In XI- you actually felt like you were working towards a goal, you could buy the bills, and although in all actuality it took longer, the process wasn't that bad because you could see your progress, and if you had the gil, you could buy progress..
In XIV - It's all luck, everything in this game is luck, you could pick this game up day one and have a chance of picking up a relic within a few months, considering this is even how you get them.
Yes, this is exactly my issue. Typically in an MMO, you want to design content around rewarding skill (execution and being well geared) or effort/dedication (something you can work towards over a period of time, gaining a steady amount of progress as you do so). All of XIV's content does neither, instead forcing players to do the same piece of content over and over again, handing out rewards blindly like a lotto. I would really like to attribute this being an easy way to hold over players while they dump their main efforts into 2.0, but if this remains the design philosophy past that...count me out.
I've been an avid followed of 2.0 since the days of it's codename "Rapture" and sadly I have to agree, Luck should definitely be a factor. But seriously? I feel like when I play the game I get shat on in terms of rewards.. Definitely not worth it .
http://dn.guildwork.com/
Count me out too. I played xi for years, lineage 2 and got hero status, I can eat sleep and breathe mmo but this is just not fun and no motivation to do it. Se really? Can we have something at least somewhat fun and enjoyable?Yes, this is exactly my issue. Typically in an MMO, you want to design content around rewarding skill (execution and being well geared) or effort/dedication (something you can work towards over a period of time, gaining a steady amount of progress as you do so). All of XIV's content does neither, instead forcing players to do the same piece of content over and over again, handing out rewards blindly like a lotto. I would really like to attribute this being an easy way to hold over players while they dump their main efforts into 2.0, but if this remains the design philosophy past that...count me out.. I don't want my weapon handed to me by any means but I just can't get into this spam same crap over and over...with 0 reward. At least if hamlet was fun...ugh..
Also, have you seen how repititious hamlets are? All three are exactly the same in design and you'll be doing the exact same tasks with absolutely no variation hundreds of times--maybe thousands if you don't have a static-- to maybe stand a chance at the seals necessary. Basically it's taking all of the faulty XIV game design and forcing you to do it endlessly (crafting, gathering...)The comments in this thread fascinate me, in a scientific, social science sort of way. These requirements really aren't 1/100th as steep as those for getting relic weapons, even 1/1000th. Yet while I can barely recall a complaint a year about the difficulty of procuring relic weapons, it prompts a veritable flood of complaints in this context. What is it that has changed? Is it the perception of the community? The implementation? The very social structure of MMO players? Or perhaps a combination of all three.
...Yeah, right. This is just what people are going to want to see in 2.0 >_>
Last edited by Victor; 05-23-2012 at 02:57 PM.
Relic weapons were insanely powerful, and by no means "needed". Also, you were hardly only working on getting a relic weapon when you did Dynamis. Huge pools of loot would have fallen between when you started and when you finished. Most NM drops were fairly easy to get in FFXI. Stuff like quests were even guaranteed! Whereas, in FFXIV, unless you only want to wear crafted gear, everything takes a bazillion runs to get. Even if it's a quest. Even if it's a faction leve. It's like killing Tiamat 100 times and getting nothing but a stack of fire crystals. I don't know whose idea of "happy fun times" that is, but it's not mine. Judging by how these forums have been lately, I'm pretty sure it's almost no one else's, either. I can only assume the apologists and other folks who think the terribad drop rate for anything of mild value is ok are the folks who aren't even trying to get those items. Or they are just huge masochists that think all of us should sink 90-100% of our free time repeating the same event 30 times a day to maybe someday get that mildly valuable drop.The comments in this thread fascinate me, in a scientific, social science sort of way. These requirements really aren't 1/100th as steep as those for getting relic weapons, even 1/1000th. Yet while I can barely recall a complaint a year about the difficulty of procuring relic weapons, it prompts a veritable flood of complaints in this context. What is it that has changed? Is it the perception of the community? The implementation? The very social structure of MMO players? Or perhaps a combination of all three.
I'm not even sure how to explain to someone who doesn't even understand. I played endgame in FFXI for 5 years or so. Sometimes I was annoyed at low drop rates, but FFXIV is like some next level shit when it comes to poor drop rates. If it's this bad for mildly valuable items, if you ever want to get the equivalent of a relic weapon in this game, maybe if you dedicate 100% of your free time for the rest of your life... your grandchildren might finish it up after you die and pass on your character to them (and that's assuming you're 20 now, and live to be 80).
I've always found it fascinating (in a scientific, social science sort of way) how people in general put up with so much nonsense in MMOs that they'd never put up with a "real" video game. What if you had to kill the final boss for a chance for the ending to "drop"? And it was possible you had to kill it 100+ times for that to happen? The first 99 times it was all like "as you prepare to deliver the killing blow, mist rises from the earth, obscuring your sight. you quickly strike, but you hit nothing but soft earth. quick! find the villain!" then you have to go find the boss again, and he's fully healed. Oh, and this fight takes like 30-60 minutes each time. Would you kill the boss until you got the ending? You'd seriously devote 100 hours to that? I kind of doubt it.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.