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heres hoping for sweet cool drops.... Follow

#1 Aug 02 2010 at 5:44 PM Rating: Good
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I hope to god we get cool rare drops that bring us on epic quest lines with amazing rewards at the end... Like imagine Killing monster after monster and finding a tattered headband. You start by finding what that headband was part of, you learn of the ancient summoners... You then travel around and eventually after a long series of events you learn how to be a summoner.

Kinda like a new job type quest, but I was sitting here thinking of my favorite moments in MMOs, and it was when I played Vanguard I was exploring an island and accidentally started the Unicorn mount quest. Never looked it up, never was after it. I felt so accomplished not having to use a Wiki to do the quest, or find it, and it made it feel special to me when I finally got the mount after a week of questing.
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#2 Aug 02 2010 at 5:49 PM Rating: Excellent
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Stumbling into and completing large and epic quest lines by yourself (especially when they have rewards unseen elsewhere) always feel like a great accomplishment to me. I'm thinking that we'll be experiencing a lot of that when xiv starts (until guides start popping up anyways), and i'm excited to venture into the unknown without a guide :)
#3 Aug 03 2010 at 11:32 AM Rating: Good
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For that reason I very much want to play FFXIV without any assistance from anything. No strategy guide, no website, nothing. But...I know me...I'll so be all looking everything up.
#4 Aug 03 2010 at 11:51 AM Rating: Excellent
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What I liked about drops in FFXI was that everything that wasn't a quest item (and even some of the stuff that was) was either craftable, edible, or otherwise usable. I don't necessarily care if item drops trigger a quest; I got enough of that playing WoW.
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#5 Aug 03 2010 at 12:05 PM Rating: Decent
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Ralrra wrote:
What I liked about drops in FFXI was that everything that wasn't a quest item (and even some of the stuff that was) was either craftable, edible, or otherwise usable. I don't necessarily care if item drops trigger a quest; I got enough of that playing WoW.


Well the big change from XI to XIV is that XI quests only gave items or other types of rewards, but very rarely did XI quests give XP (A few gave scrolls). Conversely, the guildleve system is explicitly designed to give XP.

Still, I have no strong feeling one way or the other.
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#6 Aug 03 2010 at 12:24 PM Rating: Decent
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I love that idea. I especially love finding stuff like that on your own, having no idea it even existed. I really hope exploring stuff like that early on in the game's life will be rewarding to you, I'd love to just run around and maybe find some cool parties that just go and explore and have fun and have no real set goal. That should be the coolest thing about playing it very early on.
#7 Aug 03 2010 at 2:26 PM Rating: Good
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Mikhalia wrote:
Ralrra wrote:
What I liked about drops in FFXI was that everything that wasn't a quest item (and even some of the stuff that was) was either craftable, edible, or otherwise usable. I don't necessarily care if item drops trigger a quest; I got enough of that playing WoW.


Well the big change from XI to XIV is that XI quests only gave items or other types of rewards, but very rarely did XI quests give XP (A few gave scrolls). Conversely, the guildleve system is explicitly designed to give XP.

I'd like to see proof of that. Not saying you're wrong, mind you; I'd just prefer a link or pic or something.
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#8 Aug 03 2010 at 2:33 PM Rating: Decent
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Quote:
Well the big change from XI to XIV is that XI quests only gave items or other types of rewards, but very rarely did XI quests give XP (A few gave scrolls). Conversely, the guildleve system is explicitly designed to give XP.


No its not, atleast not according to someone on Youtube (without breaking NDA). GLs only give XP because you kill mobs during a given leve, the only thing they do give is a better reward than FFXI's quest by far and large but they don't give you a chunk of XP at the end of the quest.
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#9 Aug 03 2010 at 2:37 PM Rating: Decent
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edit: derp. Beaten.

Edited, Aug 3rd 2010 4:38pm by Almalexia
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#10 Aug 03 2010 at 6:29 PM Rating: Good
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Ralrra wrote:
Mikhalia wrote:
Ralrra wrote:
What I liked about drops in FFXI was that everything that wasn't a quest item (and even some of the stuff that was) was either craftable, edible, or otherwise usable. I don't necessarily care if item drops trigger a quest; I got enough of that playing WoW.


Well the big change from XI to XIV is that XI quests only gave items or other types of rewards, but very rarely did XI quests give XP (A few gave scrolls). Conversely, the guildleve system is explicitly designed to give XP.

I'd like to see proof of that. Not saying you're wrong, mind you; I'd just prefer a link or pic or something.


If I'm wrong, then I stand corrected. I was given the impression that guildleves gave XP like FoV did in XI.

I'm not in the beta, so I was making an assumption based on what people who can't break the NDA have said, which is very little.
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#11 Aug 03 2010 at 6:34 PM Rating: Good
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It would be cool if each player would have their own unique "once in a lifetime" that they eventually come across. Something that can't be ruined by spoiler sites.
#12 Aug 03 2010 at 6:35 PM Rating: Decent
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That sounds intriguing... could you provide an example of what you mean?
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#13 Aug 03 2010 at 6:51 PM Rating: Decent
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I just hope that most of the items that we can get come from "dungeons" (or whatever the FF14 equivalent is) and quests (guildleves). I don't want it to be like FFXI where most of your equipment was bought off the AH.

Epic quests and epic group content that reward awesome gear would be fantastic.
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#14 Aug 03 2010 at 6:59 PM Rating: Good
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Quote:
That sounds intriguing... could you provide an example of what you mean?


I'm not even sure if it can even be done. During a character's journeys and growing into their various jobs;

* perhaps dormant ancestral memory is brought to the light of day while exploring a new area.
* during a long crafting session, the crafting in addition yields a strange item that captures your imagination.
* while your or your team takes down a mob, an ancestor appears to thank you for avenging them and gives you some lost lore and a hint at a greater purpose.

It could be almost any combination of plots from old kung-fu movies or sci-fi/fantasy plot arcs. But it shouldn't be something that you just walk up to a NPC vending machine if quests. It should be something that may take a year or more of character & job development before you realize the goals of your personal quest.
#15 Aug 03 2010 at 7:12 PM Rating: Good
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I hope there are NM-like drops or even rare (and useful) item drops from normal mobs. I played LoTRO for a while, and while it's a fun game, all the gear worth using was either crafted, quested (rare/ex), or dropped in dungeons. Nothing worthwhile ever dropped from normal or signature(NM) mobs in the landscape. At first I thought it was great, no more NM competition! But the thrill of seeing an NM is gone because the drops aren't even worth the time it takes to kill it.

Predictable rewards are great, but random rare drops are thrilling too. I hope there's a healthy mix of both.
#16 Aug 03 2010 at 7:36 PM Rating: Good
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Hydragyrum wrote:
I hope there are NM-like drops or even rare (and useful) item drops from normal mobs. I played LoTRO for a while, and while it's a fun game, all the gear worth using was either crafted, quested (rare/ex), or dropped in dungeons. Nothing worthwhile ever dropped from normal or signature(NM) mobs in the landscape. At first I thought it was great, no more NM competition! But the thrill of seeing an NM is gone because the drops aren't even worth the time it takes to kill it.

Predictable rewards are great, but random rare drops are thrilling too. I hope there's a healthy mix of both.


You know,, even if the NM's drop a purly ornimental object for your mog house or equivalient there of would still be preety cool.
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#17 Aug 03 2010 at 7:49 PM Rating: Decent
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I'd like to see a return of NMs, but combining them with a similar system to guildleves where they only appear on some people's screens might be nice. Say when an NM pops, they pop for one person nearby (random) for one minute, then become visible to everyone else, and never the same person for the initial minute twice in a row. That way more people get a chance at NMs without fighting over claim, since one person will randomly have a free minute to claim it before anyone can.

EDIT: Also, drop rates should be inversely proportionate to camp time. If the NM can spawn every 5-15 minutes, then a drop rate of 5-10% is reasonable. 2 hour NM should be 30% drop. 6 hour HM should be 50% drop. 12 hour repop, the drop rate should be 75%, 18+ hour NM should be 90%, and 1 day or greater should have a 100% drop rate.

This obviously should exclude HNMs, which should still have a minimum number of good items they're guaranteed to drop (no more crystal Kirins please).

Edited, Aug 3rd 2010 9:52pm by Mikhalia
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#18 Aug 03 2010 at 8:40 PM Rating: Decent
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Mikhalia wrote:
I'd like to see a return of NMs, but combining them with a similar system to guildleves where they only appear on some people's screens might be nice. Say when an NM pops, they pop for one person nearby (random) for one minute, then become visible to everyone else, and never the same person for the initial minute twice in a row. That way more people get a chance at NMs without fighting over claim, since one person will randomly have a free minute to claim it before anyone can.

EDIT: Also, drop rates should be inversely proportionate to camp time. If the NM can spawn every 5-15 minutes, then a drop rate of 5-10% is reasonable. 2 hour NM should be 30% drop. 6 hour HM should be 50% drop. 12 hour repop, the drop rate should be 75%, 18+ hour NM should be 90%, and 1 day or greater should have a 100% drop rate.

This obviously should exclude HNMs, which should still have a minimum number of good items they're guaranteed to drop (no more crystal Kirins please).

Edited, Aug 3rd 2010 9:52pm by Mikhalia



whatever they do...i just hope they have implemented appropriate measures to counter the proliferation of RMT and the degradation of the in-game economy. 80% of the reason I left FFXI when i did was because of how crappy the economy had gotten. Starting this early should give me a good lead time before the economy starts going into the crapper...but i'd like to be playing this for a long, long time.
#19 Aug 03 2010 at 8:45 PM Rating: Good
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Reading all that NM talk only takes me to one evil memory....Mee Deggi the Punisher...first losing out 99% of the claims to RMT, then later getting lots of claims & lots of stupid impact knuckles....evil...
#20 Aug 03 2010 at 9:31 PM Rating: Decent
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Well the solution to RMT is to crack down on them from the beginning, and frequently. Don't let them get a foothold, and don't just ban people for "suspected" activity without investigating it.

The problem was there were these mass bans for "suspected activity" and yet people who were OBVIOUSLY the problem were ignored for months when all it would have taken is a GM to sit with them for 10-15 minutes and watch.
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