


It can already drop multiple wings though. For instance my latest dodore dropped one normal wing and a +3 on top of it.You incapacitate to increase the chance of the "main" items dropping though, but from what I gather people only kill Dodore to get the wing and that is the only rare item he drops.
Now if he dropped something else which was rare, say an eye or a lens which could be used in a different recipe it would double the chance of getting one of those items, people don't want to spend 20-30 mins killing something to get a frikkin Chocobo Feather +3

Point that I think some people are getting from my "whine" thread, is that time invested should be rewarded as equally as possible.
Talking about spawn timers, I'd actually prefer the timers are longer and the drop rate higher. For one it would make the monster itself seem more meaninful and "believable" so to speak. It's not winning any immersion points when the same notorious monster you just killed and didn't drop anything you have another chance to kill in 20 minutes.
Looking at these NM fight videos, nobody needs experience to see the chat log and peoples disappointment when nothing at all dropped.
The time invested to rank up, gear up, form parties, ect is TIME invested and time is expensive. I linger somewhere in the middle of hardcore-casual depending on my schedule but no matter what at the end of the day, if I'm not being rewarded equally (and I'm really not that hard to please) for the time put into something, it's not worth doing then I think.
Again, I'm not a loot whore and I can understand the fun of just the fight, but if this is how they're going to design all content, with lots of time put in and potentially nothing gained, I find it very hard to believe people are going to feel "rewarded" after a long dungeon and little to show for it. And further more I find it hard to believe that this game is going to succeed in the current MMO market if the majority of players expectations are not met with simple things like this.
If no gear, then give some gil or something. I/we didn't get the gear but we still get something for our effort. And the idea of taking on the same content is less painful when people know there is something worth while at the end of it all.



That would reduce accessibility radically, meaning that only those that have a lot of time to waste in the game could get a decent shot at fighting the monsters. In nowadays' market reducing accessibility is *never* a good idea, especially in a game low on content to begin with.Point that I think some people are getting from my "whine" thread, is that time invested should be rewarded as equally as possible.
Talking about spawn timers, I'd actually prefer the timers are longer and the drop rate higher. For one it would make the monster itself seem more meaninful and "believable" so to speak. It's not winning any immersion points when the same notorious monster you just killed and didn't drop anything you have another chance to kill in 20 minutes.
Honestly, basing a whole complaint thread on youtube videos, instead of direct experience, is not what I'd consider a good idea either. I can't remember an NM run with my LS in which we came out empty handed or even nearly so.

Longer spawn timers of like 10 hours I can understand reducing accessibility radically but I think it's just ridiculous killing the same monster multiple times in a couple of hours.That would reduce accessibility radically, meaning that only those that have a lot of time to waste in the game could get a decent shot at fighting the monsters. In nowadays' market reducing accessibility is *never* a good idea, especially in a game low on content to begin with.
Honestly, basing a whole complaint thread on youtube videos, instead of direct experience, is not what I'd consider a good idea either. I can't remember an NM run with my LS in which we came out empty handed or even nearly so.
If you aren't coming out empty handed then that's cool and I'm glad to hear it. But not all of this is coming from just these videos. It's a combination of my actual experience with both XI and XIV as I said.
The value and meaning in XIV specifically is not increasing with players from what I gather with these NM fights.
I just think that it's not that hard to find that middle ground that would make the majority of SE players happy but instead they go from one extreme to the other, adding more frustration to the conditions.



The majority of players of any MMORPG are people that have at most a couple hours/evening. Making spawns take longer than what we have now would drastically reduce the window of opportunity for those players, if not completely remove it.Longer spawn timers of like 10 hours I can understand reducing accessibility radically but I think it's just ridiculous killing the same monster multiple times in a couple of hours.
If you aren't coming out empty handed then that's cool and I'm glad to hear it. But not all of this is coming from just these videos. It's a combination of my actual experience with both XI and XIV as I said.
The value and meaning in XIV specifically is not increasing with players from what I gather with these NM fights.
I just think that it's not that hard to find that middle ground that would make the majority of SE players happy but instead they go from one extreme to the other, adding more frustration to the conditions.
Closing the door in the face of other players isn't exactly the way to make encounters more meaningful. It makes them meaningless for most (since they can't even access them).
The current drop/spawn rate ensures that a decently organized LS can fight multiple times in a relatively short timeframe (which is definitely more entertaining, and helps train coordination and communication more than spending that timeframe or more just waiting for a pop), getting multiple drops. Instead of spending that time to camp something, fight it once, and getting one drop.

Hmm, well I think that certainly polishes the way to look at it, but I give that credit to you for seeing it that way, not SE developing it that way.The current drop/spawn rate ensures that a decently organized LS can fight multiple times in a relatively short timeframe (which is definitely more entertaining, and helps train coordination and communication more than spending that timeframe or more just waiting for a pop), getting multiple drops. Instead of spending that time to camp something, fight it once, and getting one drop.
I disagree with NM spawn timers overall. I did say for the sake of the timer argument, my point of view, but really I think NM via Faction Leves is the better way compared to spawn timers. There's no competition over claiming, it's more meaningful because the person or group earned it over time through their action in game, and if successful, the end result is sure to please the majority of players.
For practice and training sake, I understand what your saying. I'd like to see the fights as challenging as possible then, with groups struggling to kill the beast but with a high chance of something dropping if successful; rather than easy killing, waiting for a drop.
I don't have a problem with the spawn timers.
What currently sucks is
1. The NMs have been made too easy.
2. Some of the drops are poor.
So, do the following:
1. Make those NMs harder as they were before (or even harder than that)
2. Buff up the stats on some of those gear/weapons. Not just the open world NM gear/weapons but also some of the faction leve drops that are pretty bad for the amount of effort we put into getting them.
Having a suspenseful drop rate is excellent. In my opinion it's already far too easy to acquire these items.
I remember the good old days when Kirin was actually hard and it took you about an hour of 2 of kiting and party swapping and what not (don't even mention the cool agro dropping method (LOG OUT NOW!)). After 2 whole hours of kiting and nuking, we finally killed it! Kirin dropped an entire wind crystal, yes you heard it right, one entire wind crystal...
Oh how I loved that game![]()
Some of you people are crazy. If you think staring at a screen for 34 hours is fun, you have a seriously warped sense and I think FFXIV's recovery is the least of your problems.
I personally think we should have a sort of 'hunter' system of some kind where you earn points passively that can be redeemed as a bounty or something. That way even if drop rates aren't huge, you could still incrementally feel like you're achieving something.
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