they are translated from interviews.
Here is Reins original translate: Link
Originally Posted by Reinheart




Great questions and thoughts Dzian!![]()
Definitely agree.
As you said, if you were hoping to get, say, "Item C" from a Dungeon, but only Item A, B, D ever drop in your runs, so you *don't* Lot, then what happens?
Would you never get a Token because you never lotted, and thus, you ran a dungeon constantly and got nothing?
And for Question 3, yah, it'd be really sad to see items that no one lots on (that's "Rare") just be thrown away because people didn't want to spend their 3 or 4 Lots on that (and were saving it up)?
And, I, too, would hope that they'll allow us to trade in our Tokens for the Real, 100% Full Powered Version of the Rare Items in question, not just a Weak Version.



First of all I'd like to thank Bayohne for shedding some light on this issue.
Now to the meat of the matter, it seems that Bayohne has confirmed my suspicion that only players who lose lots will be rewarded with tokens which lead me to the same conclusion as Dzian quoted above.
If you other adventurers are anything like me, then you have likely run AV and CC so much in hopes of DL gear that you have already picked up most if not all of the dungeon dropped rares that you desire other than the elusive Darklight.
Considering the fact that there are no plans to change the droprate of darklight gear, it is probable that darklight will be as rare after ARR than before ARR. So, if you only need darklight and can only lot 3-4 times per week, then presumably you will save your lots til darklight drops. But, what are the odds that you will see a piece of darklight drop if you don't spam said dungeon?
The most likely scenario is that darklight will be as hard to get then as it is now and that most player's only option will be to lot on items they don't want in hopes of losing that lot so as to be rewarded with a token. Which leads to two potential outcomes: players roll on items they don't want and win lot, thus wasting a lot and denying someone else of that item that they may or may not have needed; and: players use all of their lots within the first run in hopes of losing all of them and getting a maximum of tokens for a minimum of time spent then moving on to the next dungeon - rinse repeat. I can see this happening most often in PUGs...
Alternatively, two other possible scenarios that are more likely to happen in statics: hardcore linkshell's will continue to spam content in hopes of getting darklight gear and nothing less, tokens will only be a stepping stone towards the real deal and they will spend as much time trying to get darklight after launch as they did before; and: static parties will organize it such that everyone in the party uses all of their lots on the same 3 items in one same run, thus maximizing the number of tokens distributed per item and minimizing the odds that one person never gets a token, they will use all of their lots in one run and move on to the next dungeon uncaring for the real darklight.
On the bright side! the lotting system should, in theory, prevent players from ninja looting and rolling on an item for the sake of another party member. Should an item drop to the loot list of someone planing on ninja looting said item any player with a lot can roll and deny said ninja the ability to loot said item. It does, in a certain sense, even the looting field.
Edit: One last thing, distributing a token to each member regardless of wether they lot or not would only further encourage spamming content until enough tokens have been obtained to buy full set of lesser darklight gear. Darklight drops are so dismal and disheartening that I could care less for the real darklight if it only takes a few weeks of spamming to get my full share of tokens instead of a few months for full darklight.
Last edited by Matsume; 10-22-2012 at 10:50 PM.


i was under the impression that gear exchanged for tokens would be of lesser quality then the "rare" drops, if this is the case then no one will really want tokens. If rare items are guaranteed to drop 2-3 drops per run then theres no reason why people would lot against each other and waste their lotting, unless:
SE considers the "greens" as rare, or
the content has a 24 hour lock out timer or something like it.



Yes, you are right on both counts.
SE does indeed consider green items as "rares". Thormoen's Subligar <You can have this> "Rare".
The token rewarded gear is supposed to be of lesser quality than the dungeon dropped gear.
But, you are entirely wrong if you think no one will want the token rewarded gear if it is of lesser quality than darklight. It just might be that the difference between the two is equivalent to the differene between HQ and NQ gear. In which case they may as well be the same. Or there could be a much greater difference, in half the stats for example but that would be a bit extreme.
In either case the fact of the matter is that Darklight will be as hard to get after ARR than it is now, according to statements about the droprate not being changed. Currently, there are a whole hell of a lot of players, myself and most of the players in all of my linkshells included, who don't give a rats tail about spamming CC/AV speed runs for darklight gear because the drop rate is so dismal. These are the people that will opt for what may as well be called Dimlight gear (the token rewarded versions).
However, if the gear rewarded with tokens is so undesirable, as you indicate, to the point that no one will want it - then why implement the tokens in the first place? Either the token bought dimlight will be close enough to the real darklight that people will settle for second to best or it will be useless to the point where nothing will change from it's current state because the only gear worth getting (darklight) drops once in a blue moon.
Last edited by Matsume; 10-22-2012 at 11:03 PM.
I would prefer they gave company seals after you complete a dungeon/primal or whatever content they planned instead of tokens, with this people can get company gear and can buy exclusive items from the company like the exp manuals for crafters and gatherers, maybe they can add an item sold in headquarters that pops an NM with very rare items that requires a lot of seals, this to have a seal sink.
I think everyone can be happy with that, getting the pop item will take time so even if you spam content you wont have that many chances to do it and at the end people will do a lot of content looking for these NM's and even casual players can fight those rare NM's in the long run.



That's what it sounds like.
All I know is there's going to be less incentive for me to keep running a dungeon after I've run out of my alloted rolls on gear if token gear is weaker than the actual drops. There's enough people in my linkshell that multiple full parties can be put together so that we aren't only subbing in a few people to dungeon spam for them.
My propositions are either:
1. Allow the purchase of the same gear that drops from dungeons for what the dev team considers an ample amount of tokens.
2. Create loot that is unique to being purchased with tokens but not "underpowered". Make it to where said loot has stats that are on the same iLvl as something that drops from a dungeon, but gives different stats. (i.e. a ring with INT and MAB may drop from dungeon, whereas a ring with INT and MACC can be purchased with tokens) This gives some diversity in gear builds.




Hi Bayohne (and Yoshida-san),
Thanks for the clarification and update.
We'll probably know a lot more when you finally have the official Lodestone Update on 2.0's Loot / Reward System, but I wanted to bring up a concern that some have mentioned, and suggestions to alleviate it:
* Concern *
One solution would be something Square actually implemented in their previous online RPG, and something we saw a little bit of early on with the World NMs (Uraeus, Dodore, etc.):
- By limiting Players to be able to only cast lots on "Rare Items" 3 or 4 times per week, it could limit their motivation to want to go back and try that content (Raid / Dungeon / Boss Fight) when they finished their 3 or 4 tries. After all, why would they want to go back to "New Dungeon A" in 2.0, if they were out of their 3 or 4 lot attempts?
* Solution *
- Please consider adding additional *Categories* of Items that can drop from Raids / NMs that *don't* count towards the 3 or 4 Lot Chances for "Rare Items." Examples include
- Rare Materials: So besides "Rare Items" (like Darklight), have Endgame Content drop Rare Materials that are part of a Synth, e.g., Astral Lumber, or Damascus Ingots, etc.
Ultimately, it feels like the current Dungeons and Raids gave away too many items in completed form, wasting the opportunity to incentivize players and make new content last longer.
- Unique / Untradeable Special Items: Like the "Cursed Gear" idea and getting "Abjurations" or "Attestations of Might / Justice" etc., you could have Raids drop Special Items that you need to augment and alter gear, which would be another incentive for players to try the dungeon again.
- Primal Totems: Currently getting Inferno Tapers (for Ifrit) or Unmarked Keystones (for Moogle) are gotten off many generic mobs. Perhaps for Titan or Leviathan or Shiva, etc., you could get the Primal Tapers you need by doing certain Dungeons (completing them) (but needing a fewer amount of them), or that you'd get a Packet of 10 of them (like getting 10 Unmarked Keystones when you kill one of the NMs near Moogle) from a Dungeon.
- "One Use" Key Items to Spawn OTHER Bosses / Dungeons: Just like getting the Seal of Byakko, Seal of Suzaku, etc. in Final Fantasy XI, you could get a special Key Item for clearing a Boss Encounter / Dungeon / NM, that you'd need to gain access to a different Boss Fight / Dungeon.
- "Other" "Good" Dungeon Drops that Don't Count as "Rare": There are some good pieces of equipment in the current dungeons that aren't as good as Darklight (or as rare), but they're nice pieces to have. Yoshida-san should keep these as other incentives for players to go through dungeons, and these should *not* count towards your 3 or 4 Times to Lot per week. Stuff like:
- Pince-Nez
- Explorer's Bandanna
- Mages Halfgloves
- Veteran's Field Belt
- Stonewall Earrings
If in 2.0 / ARR, you had other Categories of Items that could drop from Raids that *don't* count towards your 3 or 4 Times per Week to Lot, I think that would solve the problem some of us are worried about:
That once you use up your 3 or 4 tries per week, you'd never want to go back into that Dungeon / Fight (unless you were helping your LS or friend).
By adding stuff like Rare Materials (like Uraeus Skin, or rare Astral Lumber, Ingot, etc.) that can only be gotten from that Raid / NM / Fight, and if that didn't count towards your 3 or 4 lots, then I could see this new system not being a problem.
People would still want to go back to that "New Dungeon A" even if they used up their chances on "Darklight" (Rare Gear), to try for other Items (like those listed above - Rare Materials, Special Augmenting Key Items, Rare Totems, etc.).
So you could have completed Rare / Valuable Items, and have items that require Rare Materials, involving Crafters and Disciples of War/Magic in 2.0, and bringing back incentive to go back through a New Dungeon, even if you've used up your 3 or 4 Lots per Week (to try for other stuff).
Thanks!
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