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  1. #1
    Player
    Rak_Boy's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    279
    Character
    Kuro Otaku
    World
    Ragnarok
    Main Class
    Arcanist Lv 60

    Drop Rate .. Suggestion

    Hi there..,

    I would like to suggest an idea..

    for Example:

    I did Ifrit 80+ times .. and only got 2 weapons and 6 totems which isnt fun

    So my suggestion is .. why SE doesnt have counter which counts how many times u attended a certain fight/battle/dungeon .. and as the number increase .. it'll have to increase the drop rate

    But not to the point that u'll get the drop in every fight/battle/dungeon ... at least to a point which is "Reasonable" .

    better than random ^^

    increase drop rate % if u didn't receive a drop .. if there's item drop .. % will reset to default
    (6)
    Last edited by Rak_Boy; 09-13-2012 at 03:12 AM.



    Real Life > FFXIV

  2. #2
    Player
    lololink's Avatar
    Join Date
    Jul 2011
    Posts
    4,617
    Character
    Nel Artux
    World
    Asura
    Main Class
    Gladiator Lv 80
    there are multiple ways in others MMO that way better than the too much random of 1.0 .
    There is the passive buff system when you kill a mob and don't get a loot ( they did this in WoW for quest items )
    There is the special currency systeme that come from wow too , even if you don't get loot you get currency so you can buy same quality gears a little like GC seals.
    There is the new thing they added for MoP , you have 10 items / week that you can use after you killed a boss , if you want a loot from this boss you use it and it will give you an extra loot so that everyone can at least get 10 loot / week
    (1)

  3. #3
    Player
    Avraym's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    841
    Character
    Avraym Kent
    World
    Tonberry
    Main Class
    Dark Knight Lv 77
    Yoshida has said 2.0 itemization will have more effort > reward rather than RNG > reward.

    Cries over this have been long and frequent.

    Hate to say it but outdated topic is outdated.
    (3)

  4. #4
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    Quote Originally Posted by Avraym View Post
    Yoshida has said 2.0 itemization will have more effort > reward rather than RNG > reward.

    Cries over this have been long and frequent.

    Hate to say it but outdated topic is outdated.
    Agree. Don't expect any fixes in this version that require much effort, but still don't understand why they couldn't bother themselves to up % on drop rates at least a little, unless their master plan is to make the current players angry enough to not even bother with 2.0.
    (2)

  5. #5
    Player
    Avraym's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    841
    Character
    Avraym Kent
    World
    Tonberry
    Main Class
    Dark Knight Lv 77
    Quote Originally Posted by Hiruke View Post
    Agree. Don't expect any fixes in this version that require much effort, but still don't understand why they couldn't bother themselves to up % on drop rates at least a little, unless their master plan is to make the current players angry enough to not even bother with 2.0.
    Bahaha. Yes i agree they should have upped it a little what with relic taking up so much time and gil, its not like theres nothing to do.
    (0)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,987
    Quote Originally Posted by Hiruke View Post
    Agree. Don't expect any fixes in this version that require much effort, but still don't understand why they couldn't bother themselves to up % on drop rates at least a little, unless their master plan is to make the current players angry enough to not even bother with 2.0.
    No one will leave at this point and skip 2.0 because drop rate in the current version are low.
    (0)
    Antipika.
    Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
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  7. #7
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Avraym View Post
    Yoshida has said 2.0 itemization will have more effort > reward rather than RNG > reward.

    Cries over this have been long and frequent.

    Hate to say it but outdated topic is outdated.
    I demand your sacerfice!

    We never stop the pounding of the WAR drums!

    ...

    On brighter news - where did you read that because that's awesome to hear. I'm on my 40th kill of ifrit 0 weapons 5 totems - but a few stacks of level 5 dark matter >.> lol
    (0)

  8. #8
    Player
    lololink's Avatar
    Join Date
    Jul 2011
    Posts
    4,617
    Character
    Nel Artux
    World
    Asura
    Main Class
    Gladiator Lv 80
    because it would be harder to do the endgame content so they can keep us playing =) ?
    (0)

  9. #9
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    My suggestion would be not concerning the drop rate itself... more on the drop system for the primes.

    It should be part of the booty, so you can pass on the item, if you do not need it.
    so the chance is much higher that really the one gets the item, who needs it for his job.

    what do you think?

    Quote Originally Posted by Rak_Boy View Post
    it'll have to increase the drop rate

    But not to the point that u'll get the drop in every fight/battle/dungeon ... at least to a point which is "Reasonable" .

    i had almost the same idea.. starting for example with 5%-10% drop rate it should increase to maximum of 20% or whatever, when you killed him more than 20 times (just an example)

    thats a question of balancing.


    Quote Originally Posted by lololink View Post
    so that everyone can at least get 10 loot / week
    oh hell no.. it sounds like item inflation. horrible idea. and we know... in wow these items are worth only till the next patch /addon... then i prefer the way of FFXIV much more lol
    (1)
    Last edited by Tonkra; 09-13-2012 at 12:54 AM.

  10. #10
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Tonkra View Post
    My suggestion would be not concerning the drop rate itself... more on the drop system for the primes.

    It should be part of the booty, so you can pass on the item, if you do not need it.
    so the chance is much higher that really the one gets the item, who needs it for his job.

    what do you think?




    i had almost the same idea.. starting for example with 5%-10% drop rate it should increase to maximum of 20% or whatever, when you killed im more than 20 times

    thats a question of balancing.
    Great so long as people cant turn them in for seals. I can imagine the drama over that.

    Leeroy pass the sword over! I just watched you fight ifrit with his sword!
    Uh.. no dude I need teh seals...
    !%@!#!


    AS to the growing loot % I think its a must go solution (there are other solutions of course, but one needs to be applied - I'd much rather know I've got 3 more kills before weapon rather then "who knows maybe never").

    The trick is to create the median/mean amount of fights you want - and rather then using that as a % you then build a scenerio around that where each fail grows % till its impossible not to get the weapon. This would require making the initial % lower though - and probably an exponential growth curve that starts out slow.

    Basically rather then 5% weapon drop (meaning 5 of 95 get it) with a vast range on how many fails till item, you want to reduce the range but keep a similar item drop.

    I'm not sure if it would prolong content but it would for sure make it easy for devs to track the completion of content - since loot would be a better source of whats going on and what will probably continue to go on (less people will give up, or not be interested because its a for sure event).

    Also people would no longer feel like they are wasting their time - at some point - it will happen and each time is going to make that point closer.
    (1)
    Last edited by Shougun; 09-13-2012 at 01:12 AM.

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