Each run drops 2-3 items guaranteed, you can participate in the lot for these guaranteed drops 3 times per week. You can do the dungeon any number of times per week, but wont be able to lot on guaranteed drops more than 3 times per week.
Each run drops 2-3 items guaranteed, you can participate in the lot for these guaranteed drops 3 times per week. You can do the dungeon any number of times per week, but wont be able to lot on guaranteed drops more than 3 times per week.
this would be retarded to me. :/
I don't mind horrible drop rates, makes the gear more rewarding to the player. If items drop like candy, then it'll loose its value IMO. It has its pro's, too, of course. Like, sometimes abysmal drop system currently is.. well abysmal. But it feels great when you get the piece then. And this is coming from someone with one piece of DL, and its the one everyone and then some of my LS has, including people who don't even play the jobs. (HDL legs, btw. I don't use them either <_< >_>)
I think the token-esque thing should be given a chance. Bumping the drop rate up some, and then the token, would be good to me, personally. This is entirely opinion based, of course.
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While the details have yet to be finalized, Yoshida did discuss a bit about his plans for the new rewards system in a recent media interview. He said that for the overall path for how adventurers increase their strength, they're creating a flow where you would earn tokens via content to purchase equipment. Then, using that new gear, would be able to take on challenges for rare items, and once complete, challenge ever harder content to really become powerful. Players should be able to achieve the first objective, and then really challenge themselves on the higher difficulty content.
As soon as we have more concrete examples or details, we'll be sure to pass them along!
This has already been covered from another post and it seems that the tokens will only beable to purchase lower tiered gear and not gear such as darklight for now (speculation). If that is the case than the endgame players wont do the content for tokens as the tokens would offer nothing of high value. The loot system isnt much different thean the current 1 but the major differnce is that the new loot system is designed to hold back endgame players, yet offer nothing of value with the tokens (speculation on nothing of value for tokens).
Last edited by Maxthunder; 10-14-2012 at 02:55 PM.
May sound bad to some, but I like it.
Maybe you like it cause it would benefit you more than others and others wont like it because its the exact same system that we have now just masked in a different way. Now lets consider that they already stated they WONT increase the drop rates on the best gear in the game, so (darklight as example) if you are after darklight dont expect 2-3 pieces of darklight to drop per run. Now lets not forget yoshi already said that the current dungeons will be at least or close to 1 hour long to even consider a lock out of more than 15 mins to 1 hour is just retarded not to mention a dungeon thats 1 hour long with a 2-3 day lock out would again be retarded.
This new system caters to a casual gamer and just slows progress on the players that run endgame. This is a system that needs to be re-thought out as the out come wont be good for FFXIV.
Last edited by Maxthunder; 10-14-2012 at 03:09 PM.
How does it hurt endgame players when the new method is guaranteed drops? With the new way, it sounds like 6-9 drops will happen from the dungeon a week. That sounds a lot better than what we have now. The whole point of endgame is to get the best gear...and this is a much more efficient method.This has already been covered from another post and it seems that the tokens will only beable to purchase lower tiered gear and not gear such as darklight for now (speculation). If that is the case than the endgame players wont do the content for tokens as the tokens would offer nothing of high value. The loot system isnt much different thean the current 1 but the major differnce is that the new loot system is designed to hold back endgame players, yet offer nothing of value with the tokens (speculation on nothing of value for tokens).
Spamming 1 dungeon all day and getting nothing is nothing to want continued. With a system of limited guaranteed drops, you can do your dungeon and move on to other things. We dont have all the info yet on whats drops either. Last was said, the tokens will be used for lesser gear, but now what is said is that rare gear will drop as well as tokens.
Endgame should be challenging but not a spamfest. I believe making the systems a more entertaining process with a more consistent reward system is more beneficial to the life of a game than making players spam said event 1000000 times without a drop.
Like I have said in previous posts there is nothing more demeaning than to have someone come along on their first run and walk away with a piece of gear you have been trying to get for months. The luck factor should play into it but not to that degree. So any adjustments to make the system a bit more consistent I am in favor of.
People who think that spamming a dungeon with a .0001% drop rate makes gear any better is crazy. I dont think dungeons should be the only thing to look forward to at endgame. With that said I would like to think dungeon crawls and gear drops lead to equipping your character for more vested content that doesnt rely on just crawling the dungeons a million times a week for the chance of a drop.
I agree that I'm not too fond of that idea, unless it recognizes you already have an item and removes it as a possible drop. Like if you already have an Ifrit Cane in your inventory you won't get another. I just hope they clarify what "participate in a random lottery" means. Are they bringing back the party loot pool from XI? That had plenty of pros and cons to argue over. ._.The way i understand it, (based on the translation), you'll be able to participate in rolling, 3x a week per dungeon. So for example if a melee item drops then u can choose to roll on it or pass depending on whether u want the item or not and you'll only be allowed to roll on three items within a week.(this is my opinion in regards to how it might work) Others have speculated that items would automatically drop randomly three times, i honestly hope this is not the case since this is one of the issues with the current version; where you would do primal runs get weapons u can't use or pass, or doubles that end up dropping to the floor. In a game where your allowed to level every class, a system side random lottery is the worst possible route they can take in regards to loot.
Does anyone have the untranslated JP version of this specific question?
There's another negative side to content lockouts I didn't notice anyone mentioning yet: people who run content like this in their own static groups won't be able to help others. These people are usually also the most skillful ones in said content, those people who will join newbie groups just to assist and give some advice. I really wouldn't want to go back to XI style lockouts as they serve no purpose at all. They will also add an even higher pressure for succeeding as people don't want to waste one of their rare weekly runs for a group that might fail to complete the dungeon.
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