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  1. #31
    Player
    Shiki_Lockhart's Avatar
    Join Date
    Apr 2011
    Location
    Ul'dah
    Posts
    434
    Character
    Shiki Lockhart
    World
    Ragnarok
    Main Class
    Astrologian Lv 80
    SE told already the system for dungeons will be like 3-4 certain drops for the party for one week and others get tokens or something like that. So even if someone don't get the item get token. After you accumulate xxx tokens you may be able to trade for a dungeon item of your like.

    Plus, since there won't be time attack or speed runs anymore each dungeon will be harder and take more time to complete (maybe even with multiple paths).

    That was what I understood.
    (0)

  2. #32
    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 Nuinn View Post
    .... or have already had good luck on drops (or wasted hours on end) and they don't want the hard work of sitting in front of the PC annulled by giving the others an easier way to get the same items.

    "Yes, RNG is fabulous. I'd much rather spend a week doing the same thing over and over again since all other content isn't really that interesting"

    Anyhow, someone mentioned 100% drop each time with RNG = /random on who gets the item. It's fine, but what could be the problem is the length of FFXIV dungeons. They can be stormed through, and with a 100% drop rate each time (no abnormal re-entry timers) you could deck out a full pt in a day.

    Difficulty/length/timers/exclusivity of the items dropped . . . . not an easy job to put them all into balance.
    For some reason people assume that no RNG means easier.

    RNG + data = average amount of attempts.

    Make a fixed number of tries at or above that number. You really havent made it any easier, just that every time you put effort in you get a visible reward out (your counter goes up and you always know each attempt was worth it).

    Mathematically sound.


    Just one more example because i've seen this idea a lot (people think no RNG must mean easier)

    SE set a drop rate of 50%, so you can expect that 2 tries is a pretty solid "i'm going to get it" but you may do 3 because that is how %'s are. HOWEVER over the course of many many people doing this event of 50% it will end up being exactly the % (1/2) and only personally appeared to you as a 33.3333% drop rate. So, the reality is the difficulty got fuubared for you but everyone else got it easier (because your that one person the ratio used to offset it from the people who got lucky and did it the first time).

    Rather then do all this wild push pull outliers no outliers. Find the rate you want, turn it into a fixed number if you feel you want it to be harder then the fixed number make it 4 tries. So, SE effectively made content harder on average by using a system NOT with RNG.

    The only thing RNG does is add mystery and gamble (an addictive mystery- though I think devs have way overrated this aspect). The mystery is particularly useful for things you cant really explain like critical hits. What describes a critical hit, why cant you get non stop critical hits, where did you even hit to get the critical? We dont know, the game isnt '3d' enough to support actual body part targeting and skill involved that you may see in a first person shooter "headshots" or extremely commonly seen in Borderlands I/II.

    Thus for criticals in a game environment like FFXIV you have to use RNG since there is no way to properly and accurately rely on skill instead, which should technically be the determining factor of criticals. Of course people who suck at aiming will prefer RNG over skill based since they will hardly ever (or at least think they will hardly ever) get a critical hit (thus they choose the system that offers the higher proc., no other reason unless you are a gambler).


    You can use multiple loot systems in tandem to create mystery as well as progressive climbing reward.

    The only limit to these systems is SE budget :P
    (0)
    Last edited by Shougun; 12-28-2012 at 02:11 AM.

  3. #33
    Player
    Nuinn's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Nuinn Nomi
    World
    Excalibur
    Main Class
    Bard Lv 64
    Quote Originally Posted by Felis View Post
    Not if you can roll only 3 times the week each dungeon.
    Which, in my opinion sucks. . . . For example, you do a dungeon on Monday, roll 3 times, don't get what you want then sit out the rest of the week since there's nothing really of value for you in the dungeon :/ I dunno, perhaps it won't be all that bad, but I hate artificial restrictions like that (Why can't I roll, other than "cuz devs said you can't". . . .)
    (0)
    Proud member of the Abyss FC — Excalibur

    If you need a place to chat about all sorts of ridiculous, dorky and nonsensical topics, feel free to join the Absolutely Fabulous LS
    Send a /tell and bring your happy pills~!

  4. #34
    Player
    Renen's Avatar
    Join Date
    May 2012
    Posts
    704
    Character
    Renen Angel
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Nuinn View Post
    Which, in my opinion sucks. . . . For example, you do a dungeon on Monday, roll 3 times, don't get what you want then sit out the rest of the week since there's nothing really of value for you in the dungeon :/ I dunno, perhaps it won't be all that bad, but I hate artificial restrictions like that (Why can't I roll, other than "cuz devs said you can't". . . .)
    Welcome to Dynamis!
    (0)

  5. #35
    Player
    Exn's Avatar
    Join Date
    Aug 2011
    Posts
    325
    Character
    Exn Phenix
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Renen View Post
    Welcome to Dynamis!
    Well, to be fair... that was like a 4 hour run.. you really should'nt be spamming a single event that takes 4 hours and includes 36 people.. Once every 3 days was already more than I could stand after the first few runs..
    (0)

  6. #36
    Player
    Cedri's Avatar
    Join Date
    Jan 2012
    Location
    Low orbit over Lake Superior.
    Posts
    904
    Character
    Cedri Vastal
    World
    Faerie
    Main Class
    Arcanist Lv 60
    I like the idea of gradually increasing drop % on Exclusive items. Seeing as I was 0/150+ on emperor pin back in XI.
    (0)

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