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  1. #1
    Player
    Shura's Avatar
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    Mar 2011
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    330
    Character
    Shura Raizen
    World
    Balmung
    Main Class
    Archer Lv 80

    Current Drop Rates and Loot Systems and the Future of FFXIV

    A topic that has been brought up every time new content is added is the loot system. Currently the loot systems used in this game are poorly designed and unbelievably frustrating. starting with the primal loot system where on top of the low drop rates, so many drops get wasted and while the totems are a improvement the simple fact weapons can't be traded during drop is wasteful and unproductive. The Drop rates in the new dungeons are even more frustrating then the primal system, the rates are beyond ridiculous and almost feels like a punishment, after doing hours, weeks and months of the dungeon you still can't get the drop. Recently there was a dev reply to the situation, a reply like the loot system, is simply ridiculous and frustrating to read.

    Quote Originally Posted by Okipuit View Post
    Hey everyone,

    We understand that the topic of drop rates and needing to challenge specific content repeatedly is a major discussion within the community. Moving forward, our plan is to introduce a wide variety of content and means of obtaining rewards (drops, gear, items, etc.) rather than relying solely on the style of rewards from content like primal battles and instanced raids. As always, your feedback and comments will be invaluable on the march to 2.0 and beyond, so we want you all to keep sharing your thoughts with us.
    This Dev reply answers nothing, it talks about new content but nothing about the loot system they plan to use or a possible solution to the current loot issues, whats the point adding new content if they all are gonna have a frustrating loot system. In fact we have heard so many of the features that will be present in 2.0 but nothing about the loot system.

    With talks of Yoshida being at E3 for interviews, i hope the Devs can pass this concern along because the current development strategies being used has me really questioning the future of this game. In the Early Producer Letters Yoshi-P kept talking about making the game more casual, how those with limited time will be able to log in and enjoy content but none of the endgame content that has been added can be considered casual. Everything is a grind, there is nothing casual about being forced to repeat the same content for hours a day for months and still get nothing to show for it. We want content that is challenging and be rewarded for successfully completing the challenge not have content where the challenge is whether you lose your patience and give up or quit the game before getting rewarded. is this the future of FFXIV, is this the promise of 2.0, where your left with frustration and disappointment after completing content?
    (5)
    Last edited by Shura; 06-04-2012 at 02:34 PM.

  2. #2
    Player
    Irzibe's Avatar
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    Mar 2012
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    86
    Character
    Aslan Comert
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Heeeeeeeeeeeeeeeere we go!
    (0)
    Quote Originally Posted by Riv View Post
    Coming in 2.0, with the rest of the miracles.

  3. #3
    Player
    Senuska's Avatar
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    May 2011
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    82
    Character
    Senryi Domonru
    World
    Adamantoise
    Main Class
    Lancer Lv 45
    The dev reply could be referring to content that exists along side the primal fights. For example a player could earn tokens to be later used similar to company seals do now in order to buy gear.
    (0)

  4. #4
    Player
    Xatsh's Avatar
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    Mar 2011
    Location
    Uldah
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    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Lotting system = complete crap atm. That I agree with. There is literally no redeeming qualities about it. I would easily say XIV has the worst looting system of any mmo to date. They need to go back to XI's system or copy mainstream.

    Ifrit/Moogle/Garuda. Get into a group and pool the totems and such and you can easily garentee 1 item a night if you have alot of successful runs. I see nothing really wrong with this.

    Dungeons. Darklite gear is best in slot. Any best in slot gear should be hard to obtain in my opinion. MY question to SE is this though. Will the current dungeon gear be replaced within 1yr? if the answer is yes then the drop rate needs to be drastically increased because the content will be worthless in a few months. If the content is still valid long term and is not negated, then the drop rate is warranted due to it lasting long term. IN this case it all depends on what SE plans to do with the direction of endgame. Is it going to be like XI where content builds on itself and everything stays relevant. Or will be like WoW and mainstream where old content is made worthless everytime something new is released.


    Casual = a player who cannot play along time. All content in XIV is short 1hr or less, and low man (less then 10 ppl) that is the definition of casual.
    (0)

  5. #5
    Player
    Shura's Avatar
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    Mar 2011
    Posts
    330
    Character
    Shura Raizen
    World
    Balmung
    Main Class
    Archer Lv 80
    Quote Originally Posted by Senuska View Post
    The dev reply could be referring to content that exists along side the primal fights. For example a player could earn tokens to be later used similar to company seals do now in order to buy gear.
    Which is perfectly alright for the future but the current primal fights and dungeons have a poorly designed loot system and players are forced into this constant grind and frustration every time content is added. I don't understand why they would continue with such systems after the huge negative reaction they got when ifrit was first added before they were forced into adding totems.

    Quote Originally Posted by Xatsh View Post
    Casual = a player who cannot play along time. All content in XIV is short 1hr or less, and low man (less then 10 ppl) that is the definition of casual.
    I know the meaning of casual, i was referring to whether the loot system can be considered rewarding to the casual player. If the drop rates are so bad that someone who spends hours a day for months can't get the drop, how long would it take for the average casual player who can only login for a few hours during the weekends or for a hour during the weekdays to get the drop. How many of these casual players would want to use the small amount of time they get to play to do these dungeons and log off frustrated and disappointed

    Content needs to be rewarding or why even bother doing it, can't claim the game is for the casual player if in order to be rewarded, you are forced to grind the same content for hours a day for months to get a decent chance at drops, and even then the chance is low and no guarantee you will get it for putting in that amount of time.
    (1)
    Last edited by Shura; 06-04-2012 at 07:48 PM.