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  1. #1
    Player
    Doki's Avatar
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    Aug 2012
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    Ul'dah
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    Character
    Doki Waku
    World
    Faerie
    Main Class
    Warrior Lv 100

    How will loot distribution work in 24 man raids???

    PLEASE tell me that it isn't going to be 0 to 4 drops per boss like old time vanilla WoW. While I understand there has to be endgame content that players can't breeze through in a month and be finished, I really hope SE isn't making things all DKP up in here.
    (0)

  2. #2
    Player
    Mjollnir's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,586
    Character
    Fiery Mojo
    World
    Gilgamesh
    Main Class
    Marauder Lv 100
    I remember in XI it was more like 1-2 drops per boss Still, it was the journey, rather than the reward that made it worth it... Hah!

    I'm no 24-man raider these days (turns out I don't play well with others); what do you suggest? A game-run DKP system (eg tokens)? A larger, fixed number of rewards in chests? Based on overall raid performance? A vast amount of optional side-grades in order that the content last longer? Or perhaps many different reasons to attempt the same raids repeatedly?
    (3)

  3. #3
    Player
    Doki's Avatar
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    Ul'dah
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    Doki Waku
    World
    Faerie
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    Warrior Lv 100
    I'd be okay with a token system, as long as you always get some sort of minimal token progress every run, even if you are unlucky with drops/lots. The voidwatch stuff in FFXI where everyone opens the same chest for a personal pile of trash and like a 1% chance of getting what you wanted (THAT EFFING DAGGER FROM QILIN) is probably what we can expect.
    (0)

  4. #4
    Player
    Zetsumei_Tsunarashi's Avatar
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    Mar 2011
    Location
    Shadowlord Server
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    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    Yoshida said for large scale raids you will have a limited number of rolls you can use per instance and these will reset after a certain period of time (Like a week).

    This system is basically like a type of dkp that is integrated into the game. It ensures that the same person cant win all the loot every run and also discourages spamming content.

    This was covered in a Japanese interview last Fall.

    Here's the dev quote on the subject.

    As for the number of drops, yoshida gives 2-3 drops per boss as an example. The difference from WoW though, is that only your rolls are on a weekly timer, you can enter the instance itself as many times as you like. So even though there are still only a limited number of drops, you can keep retrying the instance until you have used up all your rolls for the week. This is ideal if you are targeting a specific item and it only rarely drops.

    On the downside, a system like this will make it difficult for pickup groups to form, because once a person has used their rolls for the week, they will be unlikely to participate in any runs. This will force most people to do only LS scheduled runs so that everyone does the instance when they have rolls available. Because of this, I would imagine some LS would still resort to using a DKP type of system in order to control who wins a specific item or even who can use a roll, since everyone in the LS will have all their rolls available during every run.
    (1)
    Last edited by Zetsumei_Tsunarashi; 04-30-2013 at 10:58 PM.

  5. #5
    Player
    Quesse's Avatar
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    Mar 2011
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    Gridania
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    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    Quote Originally Posted by Zetsumei_Tsunarashi View Post
    Yoshida said for large scale raids you will have a limited number of rolls you can use per instance and these will reset after a certain period of time (Like a week).
    Yeah, this solution isn't really a solution since if people don't have any rolls left they won't do runs. Seems silly.
    (0)

  6. #6
    Player
    KiriA500's Avatar
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    Aug 2011
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    Ul'dah
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    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Quesse View Post
    Yeah, this solution isn't really a solution since if people don't have any rolls left they won't do runs. Seems silly.
    Not really. If you plan on running the same dungeon enough times to where you'd actually run out of lots in a week, chances are you are running with a close Free Company/Linkshell. If they aren't going to bother helping out because they don't benefit, they're awful people and should be kicked from the group.

    Also, this never stopped people from doing content in XI. I ran tons of Dynamis knowing I got nothing from it. It's called playing a game with friends. More people need to realize this.

    EDIT: Also, it makes you prioritise which class you want gear for. If you're only allowed 3 need rolls a week, are you going to waste them on a class you don't want gear for? Keep in mind a LOT of players have secondary or tertiary jobs.
    (6)
    Last edited by KiriA500; 05-01-2013 at 03:01 AM.

  7. #7
    Player
    Pwnagraphic's Avatar
    Join Date
    May 2011
    Location
    Ul'Dah
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    669
    Character
    Pwna Graphic
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Quesse View Post
    Yeah, this solution isn't really a solution since if people don't have any rolls left they won't do runs. Seems silly.
    Some people do runs for the sake of helping, too. I used to do it, and I know I'm not alone.
    (2)

  8. #8
    Player
    Yrusama's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
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    1,235
    Character
    Y'ruh Tia
    World
    Sargatanas
    Main Class
    Botanist Lv 99
    Quote Originally Posted by Zetsumei_Tsunarashi View Post
    Yoshida said for large scale raids you will have a limited number of rolls you can use per instance and these will reset after a certain period of time (Like a week).

    This system is basically like a type of dkp that is integrated into the game. It ensures that the same person cant win all the loot every run and also discourages spamming content.

    This was covered in a Japanese interview last Fall.

    Here's the dev quote on the subject.

    As for the number of drops, yoshida gives 2-3 drops per boss as an example. The difference from WoW though, is that only your rolls are on a weekly timer, you can enter the instance itself as many times as you like. So even though there are still only a limited number of drops, you can keep retrying the instance until you have used up all your rolls for the week. This is ideal if you are targeting a specific item and it only rarely drops.

    On the downside, a system like this will make it difficult for pickup groups to form, because once a person has used their rolls for the week, they will be unlikely to participate in any runs. This will force most people to do only LS scheduled runs so that everyone does the instance when they have rolls available. Because of this, I would imagine some LS would still resort to using a DKP type of system in order to control who wins a specific item or even who can use a roll, since everyone in the LS will have all their rolls available during every run.
    Just imagine how packed it'll be outside every dungeon right after every weekly reset. On the other hand, this system also facilitates the purchase of crafted items, as people won't have an easy time getting decked out in dungeon gear.
    (0)
    Quote Originally Posted by Rukkirii View Post
    I'll save you Yoshida!

    /casts Raise

  9. #9
    Player HiirNoivl's Avatar
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    Mar 2011
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    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Doki View Post
    PLEASE tell me that it isn't going to be 0 to 4 drops per boss like old time vanilla WoW. While I understand there has to be endgame content that players can't breeze through in a month and be finished, I really hope SE isn't making things all DKP up in here.
    Ha! It's all about the reward in these large groups.

    I can't talk about this aspect of BETA yet, as we're restricted to talk about New Grid, Old Grid and Character Creation only.

    But I CAN talk about how it works in another game.

    This game involves instanced content where 35 or more people use ships to battle enemies.

    When we do large group content in this other game there are two loots: One that goes directly to the ship in the form of things that can be used by the guild collectively. The other loot is based on individual RNG and Individual Performance..

    It has already been established that large group content will factor into the Free Company Reputation, Speed runs for example goes to free company ranking. However, it stands to reason that individual rewards will be afforded. Remember, Yoshi P explained that there will be a token system, where if you lose a lot roll you will get a token that can be traded in for a similar (if slightly not as good) item.

    That way everyone gets rewarded.
    (0)

  10. #10
    Player
    Platinumstorm's Avatar
    Join Date
    Mar 2011
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    748
    Character
    Chardut Mazzma
    World
    Excalibur
    Main Class
    Archer Lv 100
    Honestly I think having an opportunity for exponential character growth is really fun; linear token systems can really kill that excitement if it isn't carefully monitored to rather niche pieces.
    (0)

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