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  1. #1
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    Petition: Longer instance cooldowns in exchange for better drop rates!

    Yeah, I talk about this all the time in other threads when people whine about low drop rates. So i guess it deserves its own thread.

    Let me explain what is happening here.

    When Darkhold was being released, a huge discussion came forth about our ability to re-enter the instance, via the cooldown timer.

    People were more then vocal about not wanting a cooldown on it at all, because they don't ever want to have to wait to redo content.

    Well, the developers granted their wish.

    The problem is though, when you have no cooldown, and you have a high drop rate, everyone gets everything quickly, and then theres no reason for anyone to ever go back in. So what happened, is what happened.

    Instead of 1 person getting a weapon every 1-3 days and only being able to do the instance once. We now can do it as many times as we want per day, and we can get as many drops as our luck will give us. In many cases, the party can get upwards of 10+ items within a timeframe of what would have been a single drop due to a cooldown over a few days.


    What would people think, if Ifrit had a 100% drop rate, of a single weapon, with a 24 cooldown on it after winning?
    Same with moogle, same with Garuda, and so on and so forth.
    Put that cooldown on every instance, but put a 100% drop rate nto the picture(100% drop rate of 1 item, more if the cooldown is longer).

    This is more then likely the only way to recover from these low drop rates, which we are responsible for due to our insistance on being able to do content as much as possible with no cooldowns.

    But unlike other games, lets not put a cooldown on failure, lets keep it for victory only.
    (12)

  2. #2
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    /signedwithmorethan10chars
    (0)

  3. #3
    Player
    Req's Avatar
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    Rusalka Camenae
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    Gilgamesh
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    Carpenter Lv 80
    The only way this would work is if the content lasted for longer than 20-30 minutes at a time. The only reason they did it this way was because of the fact that you are done with the content in 20 minutes and would then be left with nothing else to do. I wouldn't mind it if they changed it in the future though when they add content that doesn't revolve around getting a speed run.
    (0)

  4. #4
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    Quote Originally Posted by Req View Post
    The only way this would work is if the content lasted for longer than 20-30 minutes at a time. The only reason they did it this way was because of the fact that you are done with the content in 20 minutes and would then be left with nothing else to do. I wouldn't mind it if they changed it in the future though when they add content that doesn't revolve around getting a speed run.
    but even those speedruns, imagine if you didnt get ANY dark matter in your chests and such....
    imagine if it was all items instead

    that all is part of it, how long the instance takes doesnt matter, the fact that you have no penalty involved and can just go in over and over again, is still the main factor in our low drop rates and its what needs fixing

  5. #5
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    Deatheye's Avatar
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    Jul 2011
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    Character
    Kitamura Seiju
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    Ragnarok
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    Gladiator Lv 50
    Cause of the Randomness of the stuff I never made any lvl 50 primals, CC, AV or Hamlet.
    Seems like a good Idea to make the design in a way that people don't even care to do it once...

    What I fear is that if they make 100% the amount needed or the lock out will get ridicilous.
    Having a long lock out time causes other problems. If there still is a timer on the contend it could mean that you only have one try and after one wipe you notice the time you have left is not enough to do the contend. A week later next try. That would mean the end for random groups. Imagine to join a contend with a random group, some people maybe never did the contend you need to explain everything, and since you always understand it bether after you first try then with any explanation, people will still make errors.
    So you get new members every week and every time the same problem...
    For me that would mean the same as now: I never even try out the contend.
    (0)

  6. #6
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    Molly_Millions's Avatar
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    Molly Millions
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    Balmung
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    Marauder Lv 50
    Honestly, I think a 100% drop rate would not be any fun either. Otherwise for groups that have CC/AV/and the Primals mastered for example, they'd do their hour or so of content with their normal group then log out. I personally would rather have a drop rate akin to the moogle fight or stronghold coffer keys on high-end content and keep the cool-down as is. I'd much rather be able to spam the instances having fun with my LS mates for hours, than win once and not be able to train new folks in the same day.

    That being said, I wouldn't mind if we had some dungeons that took longer (maybe 4x longer) to complete and which came with a longer lockout and a higher drop rate. Variety is the spice of life, after all.
    (0)
    Last edited by Molly_Millions; 06-08-2012 at 04:22 AM.

  7. #7
    Player
    Req's Avatar
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    Rusalka Camenae
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    Gilgamesh
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    Carpenter Lv 80
    Quote Originally Posted by TheVedis View Post
    but even those speedruns, imagine if you didnt get ANY dark matter in your chests and such....
    imagine if it was all items instead

    that all is part of it, how long the instance takes doesnt matter, the fact that you have no penalty involved and can just go in over and over again, is still the main factor in our low drop rates and its what needs fixing
    The point is that once you beat it you will have nothing to do. We are here to play a game, not sit around, and if there are large cooldown timers, sure we will get the gear we want but we also wont have anything to use it on. Even if we put a 24 hour cooldown which in my opinion should be the minimum time a lockout should be for 100% reward content on on the current content a linkshells raid schedule would break down like this, assuming people wanted to do every piece of content currently available

    Darkhold (why bother) with 8 people doable in less than 20 minutes
    Aurum Vale - (Skilled party) less than 20 minutes
    Cutters cry - (skilled party) Less than 20 minutes
    Hamlet defense - ~20 minuets

    Ifrit (skilled party) - killable in less than 4
    Moogles (skilled party) killable in ~10
    Garuda - killable in less than 10

    Am i missing anything? Half of this content people don't do anymore because they have all of their items from them already, but even under the assumption they don't have all the items, all this content is doable in about 2 hours a day adding travel and afks between the instances. What is there to do the rest of the time other than craft and spirit bond.

    I am all for having longer lockout times for higher rewards as long as the instances themselves arent a complete joke and doable in 20 minutes.
    (0)

  8. #8
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    Quote Originally Posted by Molly_Millions View Post
    Honestly, I think a 100% drop rate would not be any fun either. Otherwise for groups that have CC/AV/and the Primals mastered for example, they'd do their hour or so of content with their normal group then log out. I personally would rather have a drop rate akin to the moogle fight or stronghold coffer keys on high-end content and keep the cool-down as is. I'd much rather be able to spam the instances having fun with my LS mates for hours, than win once and not be able to train new folks in the same day.
    and this is the view that alot of people had when darkhold first came out

    its a lose lose situation in many cases

    you either have good drop rates, with cooldowns, and not being able to do stuff as often

    or you get to do stuff nonstop, and get burned out on it, with a low drop rate

    but if you give people a good drop rate, and no cooldown, then everyone gets everything too quickly and thats another problem altogether

    or you raise the requirement, give it a higher drop rate, and keep the cooldown, and then people go off about how you need to spam it too many times in order to finish it too


    no matter how you look at it, something will be a problem with alot of people in the game, but whats the lesser evil?

  9. #9
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    Quote Originally Posted by Req View Post
    The point is that once you beat it you will have nothing to do. We are here to play a game, not sit around, and if there are large cooldown timers, sure we will get the gear we want but we also wont have anything to use it on. Even if we put a 24 hour cooldown on on the current content a linkshellst would break down like this, assuming people wanted to do every piece of content currently available

    Darkhold (why bother) with 8 people doable in less than 20 minutes
    Aurum Vale - (Skilled party) less than 20 minutes
    Cutters cry - (skilled party) Less than 20 minutes
    Hamlet defense - ~20 minuets

    Ifrit (skilled party) - killable in less than 4
    Moogles (skilled party) killable in ~10
    Garuda - killable in less than 10

    Am i missing anything? Half of this content people don't do anymore because they have all of their items from them already, but even under the assumption they don't have all the items, all this content is doable in about 2 hours a day adding travel and afks beaten the instances. What is there to do the rest of the time other than craft and spirit bond.

    I am all for having longer lockout times for higher rewards as long as the instances themselves arent a complete joke and doable in 20 minutes.
    all that in 2 hours or so, not counting breaks you make take in between each

    24 hour cooldown is what i think woulda been fair on most everything

    so you play as a group for 2 hours a day...that pretty much seems like a good ammount of time to me


    when i say longer cooldowns it doesnt even have to be week cooldowns(like several games have) or even half week, you can base the cooldown on how long the individual instance is

  10. #10
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    Molly_Millions's Avatar
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    Molly Millions
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    Quote Originally Posted by TheVedis View Post
    and this is the view that alot of people had when darkhold first came out

    its a lose lose situation in many cases

    you either have good drop rates, with cooldowns, and not being able to do stuff as often

    or you get to do stuff nonstop, and get burned out on it, with a low drop rate

    but if you give people a good drop rate, and no cooldown, then everyone gets everything too quickly and thats another problem altogether

    or you raise the requirement, give it a higher drop rate, and keep the cooldown, and then people go off about how you need to spam it too many times in order to finish it too


    no matter how you look at it, something will be a problem with alot of people in the game, but whats the lesser evil?
    The solution is clear as day; have some content that works one way, and some that works the other way.
    (0)

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