exactly like the Rajas ring, bullshit hard to get, but so worth it even at 99 its still the best ring, and you can use it at 30 it was so worth the mind blowing hardness of CoP.The drops in dungeons like that are luck items. Even if you run the dungeon, you're not guaranteed to get what you want. And really, why should you be? True, you did difficult content. Good for you. But does that mean you should automatically get that fancy glowing super-dee-duper uber staff that you want? Not necessarily. In a dungeon run, some people might get what they desire. Some people won't. That's the way it goes. Why should that change just because a few people want a faster, more guaranteed path to getting what they want? Everyone has the same chance at getting the item, but at the same time, the luck factor is still there, and should stay there. It's what makes getting the drop even more satisfying, knowing that of all the things that could have dropped, the thing you wanted dropped, and you actually got it in a roll against your team mates.
It's kind of like treasure hunting. Yeah, it's hard work, going through a tomb or dungeon, avoiding traps and fighting wildlife and all that, but the thought of getting to the end and finding a pile of gold and jewels from ancient times makes the work worth it. Then you reach a chamber, there might be valuable things there, there might not be. If there is, lucky you! If not, then keep searching the tomb till you (hopefully) find what you want. You don't just quit and say "I went through all that work to get to this point, and the ancient rulers of this crypt didn't even bother to leave some gold around in this room! Screw this, it's not worth it! I'm going to go raid a pawn shop, where I'm guaranteed to get some gold for my troubles!" The luck factor makes getting the reward all the more special.
Indeed you're not guaranteed to get exactly what you want. But getting Dark Matter nine times out of ten after beating the crap out of a Primal is maybe too far in the wrong direction.
You see, if dungeons and primals always dropped one good item for the party, I'd think that would be fair. You had to win the loot to get your item, but in a static PT, you know you'd get a reward at least for the 8th run.
I don't understand how "winning over a dice roll" is "satysfying". Cause basically it's how the drops work.
It's actually totally different from the Rajas ring. Rajas/Tamas/Sattva were GUARANTEED if you finish CoP. Does that make them less deserved or less satysfying ?
When you saw someone with one of theses rings, you probably tought "Wow, this guy finished CoP, good job". When you saw someone with a HDL gear, you think "Wow...lucky guy"
Last edited by Reynhart; 12-23-2012 at 10:44 PM.
It's "satisfying" because of the feelings of happiness that come after you win a roll and gain a very awesome drop. I mean, that's usually why it's satisfying, lol. If you wind up doing a dungeon a few times and not getting the item you want, then that means your luck hasn't come in yet. Maybe you'll get it next time. Maybe the time after that. Who knows? The element of skill and luck when fighting in a dungeon for an epic drop make getting the drop all the more gratifying and rewarding. I'm sorry, I just don't think that just because you do content you should automatically be entitled to the epic reward for said content. I also believe that the luck factor makes the reward far more special than the "farm the dungeon for tokens to get the reward" factor.Indeed you're not guaranteed to get exactly what you want. But getting Dark Matter nine times out of ten after beating the crap out of a Primal is maybe too far in the wrong direction.
You see, if dungeons and primals always dropped one good item for the party, I'd think that would be fair. You had to win the loot to get your item, but in a static PT, you know you'd get a reward at least for the 8th run.
I don't understand how "winning over a dice roll" is "satysfying". Cause basically it's how the drops work.
I think the issue Reynhart is talking about wouldn't go away even if you had a set 20 times you had to redo the instance to get your loot. Why not just have something (at most) 20 times as long or (at most) 20 times as hard, as long as it could still be done in reasonable particulate spans of time? Simple answer: because it's lazier design. You put in a 20th of the work that you require of players for their drops. A reasonable strategy, but a dull one.It's "satisfying" because of the feelings of happiness that come after you win a roll and gain a very awesome drop. I mean, that's usually why it's satisfying, lol. If you wind up doing a dungeon a few times and not getting the item you want, then that means your luck hasn't come in yet. Maybe you'll get it next time. Maybe the time after that. Who knows? The element of skill and luck when fighting in a dungeon for an epic drop make getting the drop all the more gratifying and rewarding. I'm sorry, I just don't think that just because you do content you should automatically be entitled to the epic reward for said content. I also believe that the luck factor makes the reward far more special than the "farm the dungeon for tokens to get the reward" factor.
To be honest, I could go either way between preferring to be told straight-up to run something 20 times, or having a 5% chance of getting my item each run. Luck, and drops, have a way of being more distributed based on the wants of the (consistent and/or sympathetic) party, allowing the patient ones to stay in the pool for a while longer at aid to the less patient or further behind. That said, for those without such understanding team members and perpetual bad luck, it can really suck.
Actually, on the whole I slightly prefer RNG as it applies to dungeon drops, but that's still only as the lesser between two evils. I'm in no way condoning the design as anything more than cost-effective, and adding familiarity and longevity (for their time) to content locations (whether we like it or not...).
That definitely describes XIV's setup. Luckily, SE is making ARR so easy that Yoshi himself stated you won't ever spam a dungeon, so that means you'll most likely get what you want very quickly if not on the first 2 run through.
In either case though, you do need the dungeons to be used enough to warrant the time needed to develop them. No MMO has yet managed to make something fresh of this repetition, and it'd probably be hard to pull off, but be it through a slow token-grind or low drop rates or both every MMO has covered their dungeon-making costs in some way.
I would love to have a link to the source of this because i have yet to see Yoshi-P say ARR will be laughable easy....all he said was drop rates will be more generous and in my understanding more effort based and not random number generator,you will only have 3 "i want this" chances per week after that you will only get tokens ..where does it say a dungeon will only have 3 different drops?
And to get said drops you have to beat the dungeon first...Raven Nevermore gave earring 100% ..but did you see 100% of your server sporting it? "The Labyrinth of Bahamut" for example will be the hardest of the dungeons ..his description sounded worse than Raven Nevermore and i'm sure the rest of the raids won't be that much easier either![]()
lol Well, it really depends on how you personally view it. I don't know about you, but I was turning cartwheels when my primal weapon dropped.
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