And yet there are people screaming for SE to nerf VWNM temp items and stuff because they think it's cheating and making them "too easy".
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The new ones are impossible without temps, they don't make them easier they are made with them in mind.Quote:
And yet there are people screaming for SE to nerf VWNM temp items and stuff because they think it's cheating and making them "too easy".
It just hit a new low for me...
An afk pink THF who died at the start of a Kaggen fight, and stayed dead for the duration, was rewarded with a shiny new body...
Yep.
Yea the VW drop rate's are utter garbage, i've done about 138 fights and ive gotten 2 pieces of gear, Mantis Eye and Ganesha's Mask....
Realistically, the problem isn't the drop rates at all. You guys need to stop saying the drop rates are the issue, while at the same time talking about how common it is to have one person get 4-5 of the same thing.
The issue is the drop distribution. And the distribution is what SE claims is awesome, and allows you to earn [SIZE="6"]FIVE TIMES AS MUCH LOOT[/SIZE]. Obviously, that's a complete crock, because the devs have no idea what the players consider "loot".
the devs look at the loot pool and see: a couple of awesome, rare pieces of armor, weapons, or magian trial items, crafting resources that give good, but not as awesome as the actual armor, crafted armor versions of the NM drops, and awesome, rare crafting resources like high level logs and ores.
What they forget is:
1: Players have NEVER wanted or hoped to get rare crafting materials like logs and ores from difficult nms. They have always been the "junk drop" that end up getting thrown away or sold to vendors for pocket change.
2: They killed crafting when they introduced synergy, so the number of crafters who actually benefit from being able to procure rare, high level source materials is rather low, because the number of high level crafters who actually profit at all from their craft, let alone profit against the initial investment required to use those high level logs/ores, is miserably close to none of them. Except for cooks and dragon meat recipes, high level crafters pretty much have to get lucky, or level a completely different craft (synergy) to turn a profit.
3: By forcing the entirety of the random loot pool to be divide up into individual rewards that can't be traded around, it completely negates the backwards logic that we could possibly leave VW with five times the reward of previous NM systems. They intended for this system to prevent 1 person from getting the entire pool, but in reality, this system makes 1 person getting the entire pool (in terms of reward value) the only common result, and eliminates the players' ability to at least assure the one person who gets the reward can actually benefit from it.
No matter how awful drop rates were in the past, at least the players had some control over who got what when something did drop, VW eliminates that one saving grace of a low drop rate system.
It feels like their intention was either to create a system that prevented ninja lotting (if you want to believe they were trying to be benevolent), or more likely, to create a system that prevented the players from being able to use DKP type systems to determine who gets rewarded, because people who didn't have the time to devote to a group constantly whined about "The horrible HNMLS leaders who always played favorites always". It seems like their thought process was "This is more fair than letting those awful, greedy players try and divide loot like civil adults, because a few random people are greedier than normal"
Basically, the devs have absolutely no idea what types of systems players use to determine fairness of drop distribution, and just assumed that "We're the devs, we know best" when they obviously don't know what they're doing, at all, and have continued to prove the fact that they have no idea what they're doing every update since abyssea.
I suggested a point system where rare/ex gear cant be bought, but the synths for the ah gear, the hmp, the mirrors and such, can be bought with points. This gives meaning to all those runs when your getting nothing but logs because logs are nothing, at least your building towards something.
All rare/ex gear from your chest can be declined and converted into points. This gives meaning to your fifth and sixth duplicate rare/ex.
Do the same thing for WOE, points for coins. Add some great rare/ex gear that cant be bought with points but reward points for steady progress towards a linear goal. Make WOE not a pet job only, dd auto-rr garbage thats no fun.
Really the problem is that there is just nothing else to do, VW is the only thing to do that you can class as proper endgame now. It's the only endgame event, there isn't very much of it and the rewards are almost nil (random is horse crap too, totally fair someone goes 1/1 and others go 0/200 right?..that's worse than the grind itself. The fights were fun at first but they are boring as shit now due to constant repetition of the same 3 over and over, Jeuno T3 NMs can kiss my ass.
You hate it, you say you won't do it anymore cause it's stupid but there is nothing else to damn well do. So you force yourself to carry on doing it and it makes you more and more annoyed with FFXI. It really is annoying enough to make people quit atm, it's just that bad.
Seriously stop messing around and fix this drop system, it's making people quit or get really fed up. Fix this with the next update please, it's totally stupid now.
I feel there's an internal memo from the dev to the moogle readers here that, at this point, do not repost anything about the vw loot system from the player base, all decisions have been made and are final. Sold as is, no refunds.
The general consensus among the player base is for a change to a point system rather than random drops. But which kind of point system are we aiming for and which would be best to reward players participating and promote longevity of the event? Additionally, should there be random drops of the items we are working to purchase with points, possibly with a reduced droprate? There are several systems for points we can put in place.
1. Global Point System - This is probably the system most are imagining when we say point system. You kill something, you obtain points and trade a set amount for an item, very similar to slaughtering things for gil drops. Lower tiers of NMs would have to be worth significantly less than higher tiers. Otherwise, we'll just happily steamroll the tier 1 NMs for 100 points vs taking time and risk against tier 4 NMs for 130 points. If a body is worth 10k points and the tiers go 1>10>100>1000, 10 tier 4 NMs would get us a body, but if you can't kill the tier 4, you can make do with more of the tier 3 or, heaven forbid, tier 2 or 1.
There are a lot of pros associated with this. If while working on one of your melee pieces and partway through something better is released or the RNG blinks and works in your favor giving you your precious, your points are still able to be used for other items, possibly that nice nuking piece you sort of liked but not as much as precious. This system we know works, it's simple, straightforward and easily tracks progress to what you want. Except for the speed of acquisition this is pretty much perfect from a player perspective.
Developer perspective is somewhat less perfect. If players spend any decent amount of time with this system, they will accumulate points, and probably a lot of points, similarly to how many of us have more Cruor and Dominion Points than we know what to do with. And we all know we would, some of us would need less items than others so would not spend their points, but still come to the event to help others in their group, and of course, a few new people will join, prolonging the event's life a little more, but eventually it will die down as people get what they need and move on to do other things. Generally a designer would want to then release VW Tavnazia or some new shinies for people to want, or both. A lot of people will already have a pool in which to buy the new items and skip the new branch of the event, or do it once or twice for something to kill time. These global point systems have the potential to kill later expansions leaving it dead content.
So are there other possible point systems we can look to? Probably not ones we would be as happy with, but we can try.
2. Magian Trial Point System - Probably could call it a Credit System with how people would react to it, but trying to brainstorm different point systems. This is based per NM. You want Mextli Harness you need to be killing Hahava. Pick an item you want to work towards at the Rift and as you kill it the points fill up. Just as an example Body is 0/20, get 1 point for killing, 1 point for max red light and 1 point for max blue light, so each round is potentially 3/20. Kill 7 times with maxed red and blue light would put you at 21/20 and the Body spawns in your chest. Any additional points above 20 are lost, they do not roll over to the next item you want starting you at 1/20, otherwise we're back to the Global Point System again. Same if you decide you no longer want the item and it's at 18/20 and you want something else, you lose all progress and start at 0/20 on that item 2. If you choose to go back to item 1 it's at 0/20 again. If you forget to pick an item before fighting, any points you would have gained would have been lost. You can pick different items for different NMs without losing progress. Example: Mextli Harness is at 18/20 and your group decided to leave and fight Voidwrought for a bit. You can work on Fazheluo Radiant Mail without losing your progress on Mextli Harness since they are from different NMs. On reflection maybe can halve the accumulated points each time you change items instead so being at 10/20 and then changing makes the new item 5/20.
From a player perspective this would probably be the least liked point system. For one, it is a very wasteful system, any excess points you get are lost. I guess it could be adjusted so if you are at 19/20 and get 3 points during the next battle the additional 2 could roll over to the next item but no additional points would be gained until a new item is picked so you can't do 2 more 3 point battles and start at 8/20 on the next item. If you decide to change your mind what to get partway through, or noticed you picked the wrong thing and need to change your pick, you lose all your progress. If there is nothing you particularly want and don't pick something to work towards, you obtain literally nothing. Second, it puts the responsibility onto the players to work towards their rewards. Not entirely a bad thing, but like there are players who cannot for the life of them remember to bring a RR item, there will be players who will go for the entire event and forget to pick something to work towards.
From a developer's standpoint, this probably works out best. If they add something new, players have to play the content to obtain the new stuff, at least several times over. It can be released at any time from tomorrow to next year without players having a head start on it. They can add a new item to existing NMs or add entirely new NMs paths and players would need to play the content. They probably should add in a bunch of new items to each NM though that players would see as worthwhile. Most VW NMs have like 1-2 items worth getting excluding the 1500 HMP players need to WoE weapons.
3. Group Point System - Similar to the Global Point System except the points can only be used within the same path: Windurst, Jeuno, San d'Oria, or Bastok. Points gained fighting Windurst NMs would only be used towards items along the Windurst path. If you want something along the Bastok path you would need to fight Bastok NMs. It would need large jumps between tiers to prevent players from spamming lower tier NMs for easy points, similar to the Global System. It could be made so that you can use points from one group like Windurst to pay for items from Jeuno for an increased cost as well to prevent total losses in point use.
It's less ideal for players. While they can still work towards a wanted item it would be specific only to that path, however there is no loss in points, outside of "there's nothing more I want from here," but if higher tiers are unlocked or new items introduced in the path the points would be there to be used.
It is more ideal for developers. New paths mean new content for players to play that would not be affected by the player's current standing in previous areas.
4. Tiered Point System - Same as Group Point System except by tier with about the same result. Probably slightly more liked by the players than with the Group System since a lot of the good stuff is from higher tiers. The points for various items and the points gained would probably be pretty equal in each tier since fighting 30 tier 1 have no effect on tier 4 items. The same method of spending more points for items of a different tier could be utilized as well.
5. NM Specific Point System - Each NM has its own points to be used for its own items. It's basically the same as the Magian Trial Point System without the restrictions. If you didn't like Magian System you probably don't like this one, so it's like a choice between getting shot in the foot or stabbed in the foot, not enough difference to really care. If there were more items per NM, it wouldn't be quite so bad. Perhaps like with the Tiered and Group Point Systems an extra cost of outside items could be allowed.
To be honest, Global Points would probably have the highest point value per item of any point systems we come up with. The more restrictions we have in place the lower the cost for items should be. Also, random drops should remain for systems 1, 3, 4 and 5. System 2 is the only one I could see the removal of random drops being reasonable and that one the points should be the lowest of all 5 systems.
So do we as the players see only System 1 as the only logical path to take, or do Systems 2-5 have any merit? Can we come up with anything better than what is written here?
lol, i got this mask too. i thought monk might get some use at first, but its on my mule somewhere and doesnt see the light of day.
Also, why cant i trade rare/ex junk like this mask to the new daily reward system's chest instead of muling or tossing it? That reward system is junk too, i got more logs from it. I swear SE is hates the rainforests.
Is it because they didnt want to code all the items in the game with a point value for it to be traded? If so, what was the point of a daily reward system in the first place if you can't trade rare/ex?
If they wanted to have all items purchasable via points, then the drops would have to be associated like they did assualts, you can purchase any gear with your vw1 points (cities), your vw2 points (jueno t1-3, zm vnm), and vw3 (jueno t4-6? is it six or five, idk im stuck on t2 jueno, cn shadowreign). i feel dividing points like this would keep people helping others do the stuff that they already cleared but newer people need still, in order to get points towards a certain regional vwnm drop they wanted. Otherwise, all the veteran vw people wont go back and do cities, etc, they'll just spam whats good for them.
Mask is great for monk, why don't you use it? And I call BS on 138 fights and 2 drops. Or maybe you don't trade cells or don't cap lights?
Honestly, i dont use the mask because i havent finished bb yet, still 1/3 on that. So, I suppose I can consider it for my ws set though, thanks i'll look into it .
On a sidenote, I've done about 50+ vwnm and all i got is the mask, I dont always trade cells, but I do in areas where the drops are good and all I got is the mask.
I stopped counting but the only exclusive drops I've seen in my entire fights is mantis eye/houyi's gorget/Aliyat Chakram, that's trading cells and usually capping lights on most nms with worthwhile drops. Meanwhile my friend gets 3 r/e bodies in 24 hours and the Sam in my group drops his 11th strendu ring because he can only carry one. Loot distribution in VW is retarded.
Yea i have a friend who is very lucky too, he seems to get body's alot and he doesn't do vw as much as I do, he now seems to be disappointed if a body doesnt drop where as I'm like so not disappointed because I never expect anything to drop lol.
Calling BS on your BS.
Yes the rates really are that bad, less then 0.5% for a body even at capped lights.
And treasure rates are not calculated for the entire alliance, their calculated on an per-individual basis. Basically each person has their own loot pool calculated separate from everyone else. I personally know two people who are 0/200+ on Pil, their constantly spamming shouts and killing him. Recently they just said "fck it" and moved on.
This comment annoys me, I and some friends do at least 8 VW runs a day on the 2-3 NMs we want the body from. Every day (nothing else to do on FFXI aside from VW and I'm not moving from these to the otehr NMs till I get them, or get sdo pissed off I give up on VW competley). That alone is 56 kills per week and we've been doing VW since a few weeks after it was added, last couple of months have been spamming t3 only. I know lots of people that I do these same 2 NMs again and again, use cells, lights almost always capped (always capped since update...big difference white makes lol...not).Quote:
And I call BS on 138 fights and 2 drops. Or maybe you don't trade cells or don't cap lights?
I see the same group of people doing them over and over and then new people join go 1/1 or 1/5 or 1/10 (and say finally...). It's completely retarded.
As I said before it's not the horrible grind that kills everyone the most, it's the fact some people get them almost instantly and others take forever or will literally never get them at all lol Wtf is that really, what kind of stupid reward system is it that does not reward you for doing the event successfully to this amount? Random to this degree is completely crap.
This event doesn't reward effort it rewards being able to throw a dice and make it balance on a corner. These devs need to gtfo with their love affair with random number generators, when I played other MMOs you could work out which gears you needed, organise events around it and get your gear within a decent amount of time. In FFXI you work out the gear you aren't going to ever get and waste your time doing content that your bored to death with chasing the carrot that's painted on the wall. The whole idea of Square endgame is not letting you get the drop and to put as many obstacles in your way to it as possible, instead of making new content to use this gear in they make it all about the gear and making it unobtainable.
Basically it's all about as random as it can get. I just went 1/1 on Ogier's Surcoat (body from Ig-Alima), a friend of mine finally got the body from Kaggen after more than 200 fights. 2 drops in 138 fights? I believe that np.
They already said they are not changing this.
Why keep making threads?
I could care less tbh. I just do my voidwatches, I enjoy the fights and even tho the drop rates are annoying, the head cases at SE have said numerous times they will not change this.
On both the forums and a magazine interviews. Does it make sense? No but it's SE
I just dont see them making this events drop any better, if they made them point system, it would take the luck factor out. SE loves for ppl to slave over events so they keep playing.
To expect them to make one of the games end events convenient, i think that's unreasonable.
This is SE afterall.
SE's definition of endgame and endgame gear is to make it as random and difficult to obtain as possible. To them, they think it keeps us playing longer and more invested into it.
If you don't care then do us all a favor and go away. No one wants your opinion.
Yeah I enjoyed killing Kaggen, Akvan and Pil the first 20-30 times, after a few hundred of each, not so much. Considering there isn't much else to do apart from these and the t6 it really starts to grind badly after a while.Quote:
I could care less tbh. I just do my voidwatches, I enjoy the fights and even tho the drop rates are annoying, the head cases at SE have said numerous times they will not change this.
They probably will change the drop rates (as stated in the interview they like to make content horrible at the start and tone them back in a few months). I do agree though this forum is akin to pissing in the wind and is completely pointless.
I still enjoy the fights as long as I do them with my ls - well, tbh it's more a matter of enjoying doing stuff with my ls friends than anything else.
As for it being like pissing in the wind to make threads like this, as much as I'm inclined to agree I'm also of the opinion that if we don't voice our discontent then it's sure not to be changed. This forum is about giving SE feedback, right? That's what we are doing, every single one of us that's unhappy about voidwatch reward system and posting about it here.
The only thing these boards serve to do is foster an illusion of talking to the devs about what 'we' feel is wrong with the game. Previously you'd have that feedback section on ZAM, interviews and certain BG threads / attempts at communication that would almost always certainly be fail. When it wasn't excuses about balance, communication barriers or needing time to consider the ideas, you'd get silence followed by a continuation of the status quo.
Even Sage Sundi tried to communicate to the devs about issues with the game yet they wouldn't even listen to an employee fluent in their language.
The only language SE speaks is revenue loss.
I just have this tiny little sliver of hope that if we continue to let SE know when we are seriously unhappy about something, then maybe MAYBE it'll be changed eventually. Maybe. But yeah, most likely nothing will happen. But nothing will certainly happen if we don't let them know.
I guess it slipped your mind that people will always be unhappy tbh. Unless they do a point system, which they absolutely will not do.. people are gonna complain. Even if they allow you to put ur loot in the treasure pool, they will likely make up for this and make the drops even MORE rare, to which people will bitch and moan to no ends.
Is this system perfect? No, but its better than salvage drop rates and it going to ls members th leader favors.
I'm not sure what you're suggesting SE do, but this system is as "fair" as it can be.
The only real thing they need to remedy without unbalancing it, is make the drops much more common.
I wouldn't mind if they made it possible to pool your loot, but if theyre gonna make it even more rare, which they usually do have some counter measure they implement when making stuff more convenient and accessible, i would think people would be just as outraged.
The same person getting the same drop over and over would be irrelevant if the drop was common enough it wouldn't be such a kick in the knee.
increase he drop rates tbh
So much better than salvage, I can watch the same people drop the same r/e 3+ times rather than the overflow going to someone who can actually use it.
Make it even more rare? What more could they do, halve it from below 1% to... below 1%...?
It's not the same thing. Each person has their own individual loot pool. Thats different than an entire ally sharing 1 pool.
1% DROP rate per person in a 12-18 man ally (JUST SAYIN') is different than 1% drop rate for the entire alliance.
I'd much rather have my chance to obtain it, than it be a more traditional method. You have a better chance to obtain it this way as opposed to the drops being "kill-and-be pool'd" method via the normal game world.
The idea of being able to add youre loot to treasure pool is likely something that would be a problem for them because of how the game is coded. I don't think there is a method to "add loot to party treasure pool" in any part of the game, but i could be wrong. Such an idea is probably something they cannot do. Even if they could, I think SE likes endgame to be as tedious and inconvenient as possible, something like this would disturb the balance of how SE wants these gears to be obtained.
This is the same reason they wont let us have a point system, which would be cool. Most of the elite endgame gear in all the history of xi was obtained outside point systems for a reason. They WANT US to play as LONG as possible and be invested in the process as heavily as possible w.o it interfering with our irl. I'm confident when I say they will not add a point system, no matter how many ppl quit over it.
If they are going to make gear more accessible or convenient in ENDGAME, they "balance it" by adding something else that would be just as convenient. If we want drops to go to a more traditional kill and be pool'd manner, we can expect drop rates to be even worse, or some other limitation will be placed on us. This is just a guess, but we should be careful what we ask for tbh.
People complained about kings for years and OH GEE LOOK! They got what they asked for. Now you don't have to wait 24hrs^^. Walk of echos is another example and they tried it with dynamis coins, but it's actually easier to farm relics now.
Just keep in mind, if they do change it, you will most likely be unhappy when it comes with another extreme inconvenience.
My idea is this, if it can't be a point system or a huge increase in drop rate, without something else very annoying being implimented, ill take what we have now.
Uh, Abyssea, add treasure to pool...?
Can you imagine the outrage if they made voidwatch NMs world 24-120hr free nms? even with a 50-100% drop rates, it would be the apoclypse of xi.
I think tanakas mind works like this:
OK, if you wont compete for it, you will work LONG HOURs in game to obtain it. Either via quests or annoying drop rates and limitations on entry time. This way you can make small steps towards obtaining it without other interferring with your progress. Although keep in mind of the limitations
OR
FREE FOR ALL! GET OUT'CHO BOTS Y'ALL, get READY FOR SOME HUGE DRAMA! GET UP AT 3AM. Ur job? Ur kids? Ur spouse? AWWW bless your heart (aka bitch, please), 24-120hr POP HNM sup, oh but heres a 25-100% drop rate! ENJOY!
everything from gaiters, to ixion gear, to abjys was very high drop rate or 100%(at least of one single abjys) off the respected NM. Only long spawn hnm that had very low drop rate on anything was lolkhimiara. Sure, ridill and dring were rare themselves, but the majority of the actual drops from the nms weren't so rare. The monsters themselves were rare.
point is, SE likes gear to enter the server and be obtained by players at a certain rate. That's very obvious, especially in endgame. Whether you get it from a horribly rare mob you can only fight once a week with a high drop rate, or spamming an event an nm several times a day, for the BEST gear, SE likes you to put forth the same amount of effort for it. That is whether it is convenient for your time or not.
Hey I did say I wasn't sure, yeah that slipped my mind, but still, it doesn't really change my point as that is still different than every person from the ally getting a box EACH. It's about the how often SE wants these gears entering the server or being obtained. They want them to be rare and 1 box per ally is much different than 1 box per person, in an ally.
They could implement it so the same person cant get the same gear in their chest again if they already have it in inventory, and instead someone else who doesnt have it it will get it. This is less about what's fair and more about keep their precious endgame gears rare.
There is nothing even close to "same amount of effort" with the current system.
SE wants you, me and every person to work hard, long hours, OR do the same event/nm over, over, over over over over over x100-200 times for their precious elite endgame gear. This is good business for them, because inspite of some quitting because of it, MUCH more people continue to play because of it.
This.
I can understand why some people think the current system is better than drops going to treasure pool, if they have been a part of the kind of ls where leader(s) got everything and favouritism was the common thing. Although why anyone would chose to stay in a ls like that is beyond me, but that's a different topic really.
However, the current system is very far from being "good" or fair. Frost worded it very accurately in the "Eleven Faijin Boots"-thread:
While increasing drop rates might make things a little better, it still doesn't solve the most annoying things about voidwatch:
1. Ra/ex drops going to someone who can't equip and/or never wanted the drop.
2. Same ra/ex item dropping to the same person multiple times.
3. Someone being lucky in a shout group and going 1/1 on the ra/ex item v/s someone who has done 200+ fights and still doesn't have the item. Cue Neisan's post quoted at the top here: "There is nothing even close to "same amount of effort" with the current system".
Personally, the low drop rates doesn't bother me as much as #1 and #2. And all of this together is why I'm in favour of an Einherjar-like ichor system in voidwatch.
Don't get mad at me, I'm not trying to rain on anyone parade. I'm just trying to give people a realistic idea of what to expect for the future.
Tanaka's balance seems to be misunderstood. If you've played consistently since launch, it's very obvious how they like endgame to be.
Where we get more accessibility, the reward payoff is usually more uncommon. AKA rarer drops. See old dynamis, limbus, salvage,nyzul,einherjar the list goes on. Even for events such as some stated above, that didn't seem that rare, were actually more rare than we would think most likely.
Where we got less accessability, we get more common drop rates. This has been usually the case. It only didn't seem that way because the MOBS were uncommon. Salvage bees, HNMs, longer spawn lotto NMs typically had a more higher drop rate on treasure.
Now am I saying some items just simply aren't more rare than others? Course not. Dring, Thf knife, ridill, rabbit charm, mistilteinn, astralsigna, were EXTREMLY UNCOMMON, but these items were in the minority. Most long spawn NMs had a higher drop rate than 1-2lottos and mobs like that.
This is Tanakas balance. It is the equivalence of how often gear enters the server. This is how SE has run FFXIs endgame since the dawn of time. The exception is during abyssea, which was never endgame but a transition period.
If they do change how voidwatch gear is distributed, it will be balanced in such a way that still keeps it just as uncommon per person/ally, etc.
It's my understanding the thing people are complaining about most, is that the same person keeps getting the same gear over and over, when they already have it correct? The only thing they could do to make it so the item will no longer load in a persons treasure chest IF THEY ALREADY have it. If they did that, people couldn't complain anymore about the same people getting it over and over. Then what?
They would simply complain about the rarity, in which SE will likely do nothing or place another limitation on players. They increased salvage drop rate, the thing is, you can only enter salvage once a day. (unless that's changed, I havent done salvage since abyssea was released. so idk)
Now if they increased drop rates, and placed a limitation in how often you could do.. say.. 1 fights per nm a day, would people be happy? TBH, I think that would be better, but people would still give SE hell over it.
Let's keep it real, what people really want is for SE to abolish their views of accessibility VS reward ratio.
Don't count on that, cause it's actually one of the things that's kept the game ALIVE. This game is old and unless their willing to put a full fledged team on this and give us new expansions or rewrite the game etc, they wanna spend as little time and effort on it as possible. If they take out grinding in endgame, WITHOUT continuously feeding us new areas, mods, events and expansions, the game WILL get very boring and stale.
An endgame without some grind is a stale one imo, unless they keep updating the game with meaty content.. which only happens 1-2 times a year atm.
I'm not white knighting for SE, but I understand why they do the things they do and I can see tanakas balance and how it plays in the life (and death) of xi.
I'm all for them making endgame about the reward and accessibility ratio of abyssea, HOWEVER, only if in the case they are constantly updating the game with MEATY content. It got so BORING waiting for the next updates during the abyssea phase. Oh, it's still boring, don't get me wrong, but at least I know what I'm working towards. I have goals and gear I want to obtain, and that's why I keep playing.
I just want to point out something. This whole thread and many others have people saying the word "everyone" over and over and over but, do you think the Mods see it that way? This thread has under 100 responses (often from the same people) even the largest threads have under 1000, and the likes to posts are even less. This audible group represents not even 1% of the player base more likely near 0.2% I can imagine 50k+ signed up players across all servers (since SE didnt release the actual numbers) Basically the everyone you speak of represents a smaller portion of the player base then the VW drop rates.
My suggestion? If you want change and have the posts for such a major game revision be looked at seriously and not just as an argument, get your LS, your friends list, the players in Port Jeuno, your Moogle, the shopkeepers, your NPC, the butcher, the baker, the candlestick maker to post on the forums. You dont speak for everyone, everyone speaks for everyone. If 0.2% is too low to make VW worth doing then its too low to make complaints worth being heard.
This isnt ment as a shot at anyone, its trying to be realistic, and with any luck reduce frustration with being unheard by devs. If you want to be taken seriously, then take gathering voices seriously.
That said, let this count as my vote for an adjustment to VW.
they could also try an accumulative % system dependent on the day and how frequent you do voidwatch.
ex. lets say x-player does voidwatch a certain monster once they have a 2-10% drop rate on items including the cells to increase it to 15% which item you get is still random.
day2- you do the same voidwatch not necessarily the day after but next time you do the same one your % raises to the 15% before cells and with cells goes up to 18-21% and item is still random and so on and so forth until you reach 100%.
and the accumulative effect can be set to only take effect after jp midnight or you can select the Notorious monster to have the effect or all.
oh i forgot to add make the effect non transferable so when you select the effect you start off at the 2-10% effect again