I LOVE THAT I'M 0/400+ ON TOCI'S!!! GREAT EVENT GUYS!!!!
I LOVE THAT I'M 0/400+ ON TOCI'S!!! GREAT EVENT GUYS!!!!
See, only real complaints about VW are about the drops, everything else is fine.
This happened a few hours ago to me and I felt it was quite relevant:
http://thesoulstillburns.com/wp-cont...0_22.39.24.png
Look at my jobs - if I could give it away I would, I know at least one person that wants it badly.
It's from Botulus Rex - not even remotely as farmable as say, Qilin.
Even majority of MMO past everquest, you still don't get items everytime you do the content.
Look at wow(the most successful MMO) and 1000000 other WoW clone MMO out there, you're not going to tell me it's not "grind gear MMO" no?
How about Diablo3? Again, "grind your gear". Unless it's MMO with another theme such as PVP focused MMO, or F2P MMO where you buy items with real money, in the end it's extremely hard to jump off the boat of "Do this, get item, if you didn't get it do again" loop, because it's a forumla used for ages, and successful for ages.
Can you please tell me are there any PvE based MMO past EQ, that you only need to do raid/dungeon/boss ONCE and you can get the item you want, and still successful?
I highly doubt it, because if you only need to do it ONCE and you get the item, and you keep doing new content when you only do old content ONCE, then how many boss/raid/dungeon it needs to release every month? No company will have the resource to add content this fast.
Once you completed all the content, you quit the game.
As for being "fun" or not, this is a really subjective matter.
Personally I had fun with VW, it's easy, you see big dmg numbers, you spam WS over and over again. However, after you do it for multiple times, it got boring for majority of ppl.
And this applies to every content every game.
No matter how they design it, and no matter how "fun" it is when you do it for first time, after you do it for 1st time and cleared, it's no longer "fun" when you do it again. Even if they handed item after your first clear, it's still no longer "fun" on 2nd run because there are no point going it back.
It's just the way it goes.
I also have to point out that getting items 100% is sometimes, less "fun" than not having 100% drop rate, due to lack of surprise when you see it.
If you're going to complained that content is not "fun", and complained that dev is not creative enough, then I challenge you to come up with a MMO(none PvP focused) system, that 1. Can keep players play for years, without having to add new dungeons every week(no company has that kind of resources) 2. Players always have fun, never feel repetitive 3. They never do a content and get nothing. And you can't be too unrealistic with the solution(that means you can't use the resource of 200 ppl team, you have to keep the resource used minium)
Majority of MMO do it this way, is because it's proved a winning forumla for them to sell the product. WoW, Diablo, PSO etc. If there are other MMO try other way, it's a risky gamble because it's not a winning formula.
And no, Abyssea is never the solution, players cap gear in 1 month with little skill/pt organization, and players no longer have "fun" in Abyssea when they cap gear in 1 month(majority of players don't go back to abyssea after they get what they want too, proved that Abyssea is not "fun" to begin with and people only do it for gears too). Personally I had no fun in abyssea, and never understand what's so "fun" about not having anything to work on/don't want any items when you log on to the game. Game is really only interesting, when there are goals you haven't accomplish no? You log on with your mule, play for 1 month, killing easy mob by cure5 bombing DD with your WHM mule(instead of other real players), you got every item, sit in Jeuno and not knowing what to do, you honestly think that's really "fun"? You can blame other player that hates abyssea all you want, but you can't change the fact that Abyssea is overratted.
I'm totally ok with anything that doesn't make every player sit in PJ with capped/identical gear playing with their WHM mule.
As I stated before, if you're not happy with do content and get nothing, go play single player RPG or something, when you only need to do everything ONCE and beat the game. But MMO(at least majority of mainstream MMO) is meant for you to keep playing, not do everything ONCE and quit.
WoW content is set up like Abyssea, you have a particular amount of stuff to collect for your gear and each time you do the daily quests you get a set amount of runes toward your next upgrade. It's actually pretty fun, I used to play Paladin until they gutted it and turned it into RNG derp class.
Personally I find VW to be rather boring, I wish it were more interactive instead of just a boss fight for logs. I really like Einherjar and would like to see another battleground sort of event where we fight groups of monsters instead of just one boss, it's so boring being a healer at these events when everyone is using damage immunity temps and zerging. The limit points are nice, but the fanny/fool combo makes it a snoozefest.
I guess that probably depend on your job and so on. I don't deny Einherjar is probably my fav event in XI(although the reward/effort ratio is even worse than VW for me, I do Ein for years and don't really get anything truely worth noting), but there are something I do enjoy about VW, it's not as intensive, pt has little chance to wipe, and it doesn't require a set schedule so anyone can log on anytime and start /shout or join /shout. It doesn't require 100% focus level, and not being fully focused won't really wipe the ally and make everyone unhappy. Although I appreciate harder events that require more pt organization and focus level, sometimes having event like VW to do isn't half bad when I'm not in the mood to be that focused and just want to relax.
Note that despite majority of time ppl won't get what they really do VW for, it's still semi-nice income if you sell plate/cinder/dross/cruor after VW, sometimes a couple hundred K or even million+. I know that ppl who do VW not for gil probably won't give a shit and would rather want Toci, but it isn't really completely 0 reward whenever Toci doesn't drop. I mean, ppl spam Qilin/T3 all day long for a reason. I still often join Pil /shout even though I don't need anything from it, just for some easy quick cash.
Although Abyssea is also like this, but there are several key differences between Abby and VW that made me dislike Abby more. Abby era totally closed off the interaction between every player. During Abyssea era, everyone and their mother duo or trio with their close friend or mule, so entire social connection is seperated. It's fairly annoying to log on, just to see everyone is in Abyssea 24/7 with their mule/close friend doing their own stuff. You don't really need others, you just need yourself, or your roommate/wife/gf. So there are little social aspect IMO. While in VW, I ended up having to interact/pt with many other players from other LS. Having to cooperate with players from other LS that I don't know, is a new aspect that doesn't exist in HNMLS era(when you only play with your LS), nor Abyssea era(when you only play with Mule/close friend). My connection actually expanded during VW era, which never happen during Abby/HNMLS era.
Another reason is purely personal and probably won't apply to everyone. I'm COR main, and often try to push the DD aspect of this job. VW is probably the only event I ever do that made me feel DDing on this job is quite satisfying. In abyssea this job is nearly useless, every other event it's output is nowhere near a real DD, VW is the only event(barring 75 pink bird merit pt) ever exist that is nearly on the same level as real DD in terms of output, thanks to wing spam and free TP. It's a high WS dmg low TP phrase dmg job, so all the free TP makes it kinda catch up to real DDs, and that just really fun. After all the high VW parse, and go back to legion where I parse much lower, it's like a huge slap in the face ;<
Just like previous post stated, there's nothing wrong with VW in general, and there's nothing wrong with having a brainless easy event, you still get event like Legion if you want event with 100% focus level. The only problem is how drops are dealt with, or the fact that whoever can't use the item will get them first. After pulse cell introduced, the problem is less unbearable though. Ppl have the item can make some quick cash, and ppl with 0/700 or really want the item can just pay for it. SE should really introduce cell for every VW ex/rare IMO. Make every ex/rare sellable or have cells, and there will be a lot less VW complain.
It wasn't just Abyssea. It was also Trial of The Magians. These two systems allowed for the player to log in and make some progress in their gear acquisition. I remember when I made my Almace how tedious it felt to finish BUT I could at least say to myself I was one step closer to my goal. I'd much rather have that then constantly putting in the time and effort and having nothing to show for it.
Wouldn't it be better for the game to recognize my effort by recording my progress? What if the events that use the RNG for gear drops also had a tracker that said, "Hey, you've finished this event/fought this NM literally hundreds of times...Do you maybe want this piece of gear it drops?"
"Everyone does it" is not a justification.
It is, but every time you do a max level dungeon you at least get points to spend on relevant gear. I know you get cruor and vendor trash from VW, and you can make gil from that, but that's a rather roundabout method of gear acquisition.Quote:
Look at wow(the most successful MMO) and 1000000 other WoW clone MMO out there, you're not going to tell me it's not "grind gear MMO" no?
So you agree that it's not a very innovative formula.Quote:
How about Diablo3? Again, "grind your gear". Unless it's MMO with another theme such as PVP focused MMO, or F2P MMO where you buy items with real money, in the end it's extremely hard to jump off the boat of "Do this, get item, if you didn't get it do again" loop, because it's a forumla used for ages, and successful for ages.
I never said SE weren't the only idiot developers out there. They're just one of the worst offenders. The drop rates are extraordinarily low and there's no real secondary reward system to help ease the pain. With WoW you do usually have to kill a boss multiple times, but not hundreds upon hundreds.Quote:
Can you please tell me are there any PvE based MMO past EQ, that you only need to do raid/dungeon/boss ONCE and you can get the item you want, and still successful?
The real limiting factor is development time. It's not that the larger companies don't have the resources, they just choose to allocate them to different things.Quote:
I highly doubt it, because if you only need to do it ONCE and you get the item, and you keep doing new content when you only do old content ONCE, then how many boss/raid/dungeon it needs to release every month? No company will have the resource to add content this fast.
People also quit because the stuff they want never seems to drop for them.Quote:
Once you completed all the content, you quit the game.
They're not even trying. All they do is hang up a loot pinata with no loot in it.Quote:
As for being "fun" or not, this is a really subjective matter.
Because it's not sufficiently rewarding or engaging.Quote:
Personally I had fun with VW, it's easy, you see big dmg numbers, you spam WS over and over again. However, after you do it for multiple times, it got boring for majority of ppl.
Then why do people replay other games, even ones with no special reward for doing so? Once you beat Bowser, pummel M.Bison, or win the Madden Bowl why go back and do it again? Oh, because the game play is fun.Quote:
And this applies to every content every game.
No matter how they design it, and no matter how "fun" it is when you do it for first time, after you do it for 1st time and cleared, it's no longer "fun" when you do it again. Even if they handed item after your first clear, it's still no longer "fun" on 2nd run because there are no point going it back.
This is how innovation doesn't happen.Quote:
It's just the way it goes.
Not everyone likes surprises or gambling. Some people like to work toward a goal and earn their stuff.Quote:
I also have to point out that getting items 100% is sometimes, less "fun" than not having 100% drop rate, due to lack of surprise when you see it.
That's what I pay them for. Why should I do it?Quote:
If you're going to complained that content is not "fun", and complained that dev is not creative enough, then I challenge you to come up with a MMO(none PvP focused) system, that 1. Can keep players play for years, without having to add new dungeons every week(no company has that kind of resources) 2. Players always have fun, never feel repetitive 3. They never do a content and get nothing. And you can't be too unrealistic with the solution(that means you can't use the resource of 200 ppl team, you have to keep the resource used minium)
Considering most MMOs aren't that successful, I wonder how much of a win this really is. WoW is a monster because it actively minimizes the pain of the grind. Diablo is not an MMO.Quote:
Majority of MMO do it this way, is because it's proved a winning forumla for them to sell the product. WoW, Diablo, PSO etc. If there are other MMO try other way, it's a risky gamble because it's not a winning formula.
Weren't you saying something about fun being subjective before? Abyssea is a blast for me, and I still go to it and still enjoy it. It's things like the old school HNM, Salvage, old Dynamis, VW, and WoE that get on my nerves and wear down my patience. Going time and time and time again and getting nothing but a slap in the face by the random number generator is very very tiring. I and my friends could beat every NM to a bloody pulp. It gets to the point where we could practically sleepwalk through every fight because we did them so often because stuff just wouldn't drop. Where's the fun in that? That's fun to you?Quote:
And no, Abyssea is never the solution, players cap gear in 1 month with little skill/pt organization, and players no longer have "fun" in Abyssea when they cap gear in 1 month(majority of players don't go back to abyssea after they get what they want too, proved that Abyssea is not "fun" to begin with and people only do it for gears too). Personally I had no fun in abyssea, and never understand what's so "fun" about not having anything to work on/don't want any items when you log on to the game. Game is really only interesting, when there are goals you haven't accomplish no? You log on with your mule, play for 1 month, killing easy mob by cure5 bombing DD with your WHM mule(instead of other real players), you got every item, sit in Jeuno and not knowing what to do, you honestly think that's really "fun"? You can blame other player that hates abyssea all you want, but you can't change the fact that Abyssea is overratted.
Other people having the same stuff as me is of no concern.Quote:
I'm totally ok with anything that doesn't make every player sit in PJ with capped/identical gear playing with their WHM mule.
Games are meant to be fun. That needs to come before anything else.Quote:
As I stated before, if you're not happy with do content and get nothing, go play single player RPG or something, when you only need to do everything ONCE and beat the game. But MMO(at least majority of mainstream MMO) is meant for you to keep playing, not do everything ONCE and quit.
"Everyone does it" is an indication that maybe there's a good reason for it, which happens to be the case. You probably don't understand it because of this:
No. You're not happy with that and neither is anyone else. That's not what makes MMORPGs attractive and it's not what anyone plays them for (yes, I love generalizations). MMORPGs are meant to attract through the prospect of building your character. Whether that consists of gear or experiences or stories and company is up to everyone to decide. But instant gratification is not what we play this for. That's what Angry Birds and games of that sort cater to. Even shooters qualify a lot more in that regard compared to a MMORPG (any MMORPG, not just this one). You're kidding yourself if you believe you're any different. You wouldn't wanna invest time and effort in doing something that you know you'd just forget about in a few months and will be completely irrelevant to you then.
It's not only that MMORPGs shouldn't work any other way, but they couldn't. It's impossible to sustain rapid development like that, even with generic content like Abyssea. Even doing something like that every year is a challenge, let alone three months. Developers have to find a balance between a release cycle they can maintain and not boring their customers. Too fast and they can't hold it up, which is especially dangerous because people build high expectations for it (the people that remain, which isn't everybody). Too slow and they risk boring people and start forgetting about the game or moving on to greener pastures. Grinds are what makes games like these work.
It's the developers' job to design events that can be grinded without getting boring. If events really were boring, people would lose interest after a while and stop doing it (which is the case with Voidwatch, as I'm sure many people on different servers can confirm judging by the number of shouts compared to a while ago). However, making them short-lived (for example by handing out rewards quicker) is not a solution, because it will equally stop people doing them, which brings us back to the shorter release cycle. Instead the goal should be to make them more interesting, so people would actually want to do them.
"Maybe" is a big qualifier. I get it. We're prone to the Skinner Box effect... blah blah blah yadda yadda...
Thanks for letting me know. I really had no clue what made me happy and what didn't....Quote:
No. You're not happy with that and neither is anyone else.
You do realize there's a nice wide space between "instant gratification" and "I did this same fight 400 times and have nothing to show for it" don't you? Happy mediums are happy. Where we are now is NOT a happy place.Quote:
That's not what makes MMORPGs attractive and it's not what anyone plays them for (yes, I love generalizations). MMORPGs are meant to attract through the prospect of building your character. Whether that consists of gear or experiences or stories and company is up to everyone to decide. But instant gratification is not what we play this for.
Obsolete happens. I'm grateful for all my friends' help and proud of the effort I put forth, but stuff is just stuff. Gear is a stepping stone. It's a means to an end. Should top of the line gear today be top of the line 6 months from now? A year from now?Quote:
That's what Angry Birds and games of that sort cater to. Even shooters qualify a lot more in that regard compared to a MMORPG (any MMORPG, not just this one). You're kidding yourself if you believe you're any different. You wouldn't wanna invest time and effort in doing something that you know you'd just forget about in a few months and will be completely irrelevant to you then.
I know that it's a balancing act, and I feel that SE's balance is way off. No Tanaka puns intended. Everyone wants to say what happens when the grind is too short, but tell me what happens when the grind is too long.Quote:
It's not only that MMORPGs shouldn't work any other way, but they couldn't. It's impossible to sustain rapid development like that, even with generic content like Abyssea. Even doing something like that every year is a challenge, let alone three months. Developers have to find a balance between a release cycle they can maintain and not boring their customers. Too fast and they can't hold it up, which is especially dangerous because people build high expectations for it (the people that remain, which isn't everybody). Too slow and they risk boring people and start forgetting about the game or moving on to greener pastures. Grinds are what makes games like these work.
Seems like they're failing all the way around then. The content is dull, the grinds are too long, and the release cycle is too slow.Quote:
It's the developers' job to design events that can be grinded without getting boring. If events really were boring, people would lose interest after a while and stop doing it (which is the case with Voidwatch, as I'm sure many people on different servers can confirm judging by the number of shouts compared to a while ago). However, making them short-lived (for example by handing out rewards quicker) is not a solution, because it will equally stop people doing them, which brings us back to the shorter release cycle. Instead the goal should be to make them more interesting, so people would actually want to do them.
Hey how about if they made the currently rare VW loot easier to get (5-10x the current drop rate, maybe?), and then added items to all VW drop pools that let you slowly but surely upgrade this gear to even better versions?
You could make these upgrade items be a bit uncommon, but not so rare that you could spam VW for 5 hours and not even see one single of them. This way, people would get their cool and already pretty good gear after not too long, and people would keep doing VW after that in order to upgrade it even further. Because these items aren't very uncommon, few people would go a long time without never seeing one drop, and each time they got a drop, they'd be closer to getting the even better version. While the initial item would be obtainable within a week or two for most people (95%+), the even better version could take perhaps 2-4 months, and the increase in power should be noticable, but not so much that NQ was considered "gimp".
I would suggest for these items to drop from several different VWNMs, be exclusive, and for one item to be usable on several different types of gear. They could add three different of these items, I guess. One for heavy armor, one for medium armor and one for light armor. Perhaps a 4th for weapons.
I didn't say that we were. SE have no idea about MMORPGs, even after all this time. They're a horrible developer in certain aspects.
As always, it should be balanced. The answer is neither no nor yes. Some gear should, but old gear should not lose its meaning (the "Abyssea effect").
Agreed.
In some aspects, sure. In others not. VW is a horrible example, because I know nothing even remotely as bad in terms of rewards. Especially after Abyssea it came as a huge shock to people who just got used to getting rewarded at a more steady and reliable pace. Overall it's not too bad. Legion is hard, but the drops come in steady, same with Odin v2 and Limbus v2. Only it's not as obvious to most people, because most people don't do that content, because of the steep difficulty curve and high manpower requirements. I'm still hopeful that it will get better in the future.
I seem to be pretty good at getting gear I don't actually need. That seems to be the trick. The less you need it or want it, the better luck you'll have. You can't fake it though. You actually must have no desire whatsoever.
Right now the banes of my existence are Ogier's Breeches and Toci's Harness. Breeches aren't even pulse gear, but they will not show up in my pool. I've gotten enough Stoertebekers to arm my own pirate crew, but heck if I can find a decent pair of pants. It's so frustrating when someone in the ally says "Oh another pair of pants... /toss." Is that SUPPOSED to be encouraging? It feels more like a slap in the face than an encouraging pat on the shoulder. I actually feel stupid sometimes for continuing to try. It's like I'm banging my head against a wall. Making one feel that way can't be the intention of the system, can it? I guess it's naive, though, to think the devs care about our feelings as long as we're continuing to pay. Money from a miserable person spends just as well as money from someone who's happy. Still, I can't help but think somewhere at SE is a bright-eyed young dev team member who wants more than anything for people to have fun with the game. Probably not though.
I love void watch. My only complaint- it NEEDS a "add to lottable spoils" option.
1/2 Portho's Byrnie, I play Dark Knight once every blue moon because I'm white mage, blue mage or thief to everything. :D
This is so true.
List of things I didn't want, but got:Ganesha's Mala, Mextli Harness, Wroth Scythe, Hoarfrost Blade, Ace's Mail, Fajin Boots, Strophadic Earring, Lux Pugio, Bizen-Osafune, Langeleik, Whirlwind Dirs, Ogier's Gauntlets, Ogier's Helm.
List of things I wanted, and got:Heka's Kalasiris, Phalania locket, Rubeus Spats, Rubeus Boots.
I think I'm starting to lose my desire for Ephemeron... should go spam Aello a few more times, might get lucky. Sadly though, your right, you cant really fool it by trying to.
First of all I'm going to point out that MMORPG is a merchandise, it's made to be selling and make profit. In the past 15 years or so(I think UO released in 1997?), many MMORPG released, and dev slowly find the forumla to make more money and attract more players.
If everyone is doing it, that means it's a successful formula, nothing more and nothing less.
You can try to come up with something new, but it doesn't mean it will sell better. If it's a fail MMO, then you lose money to make it, it's as simple as that.
There are MMOs tried to do something new every once a while. One of the old SE F2P MMORPG, called Fantasy Earth Zero, actually come up with a lot of new things, even in the realm of F2P MMO. It's highly PvP based instead of "grind your gear", and puts the impact of grind gear to minium. As a F2P, it also sells gears that you have to buy with real money, but those gears aren't really overpowered. But players that didn't spend any real money can still compete with those who did with just skill. There are many other design that changed the concept of how F2P MMO should be, but none of them made this MMO sell better.
IMO, the current MMORPG market is fairly small, and have very little room to come up with ZOMG awesome design concept that have no grind your gears involved. Every once a while you see a MMO tried to be new, and after a while it died.
There's always a winning formula for any type of game, that will make the game more popular than it is, if everyone does it, that means it worked for ages, need anymore explaination?
Innovation is good, but it doesn't make your product sell everytime.
As for "collect point and get gear", FFXI already has such event, that is Einherjar and Legion. However, this sort of thing will face another problem- Can you get ALL the gear by just spending point?
Both Einherjar and Legion doesn't let you get ALL the gears by spending point. So if you want Odin drop, you still have to kill Odin. If you want Gallu/Rex drop, you still have to kill them.
If they let you get ALL the gears by spending point, then nobody will do Odin/Gallu/Rex, everyone would just grind T1 hall/chamber with small pt over and over until they can get everything, doing harder boss become pointless. If boss reward only drop after you kill them, then causals still can't get them, so it's exactly the same as you complained, that ppl can't get what they want and do event for nothing.
Personally I think legion has the most correct Reward:Effort ratio as an event in this game though.
Time wise, the way they design VW, doesn't have the room to give players gears in 5 kills. Each VW dies in 1~2 min, if you only need to kill 5 times, you can get the gears in 5~10min of work.
If a rare gear require 20 hours of game play to get it(spending 20 hours of play time to get a gear in MMO is very common in many other games too and certainly not too high), and VW only need 2 min to kill, then 600kill is about 20 hours of work.
Then the entire problem is VW being killable in 2 min, thus you need 600 kills.
It's very logical to put your resource/investment on things that can make profit.
If you're the one running company, you need to analyze what to do will make most profit, so you don't spend money on nothing.
A 10 years old MMO, you put a 200 ppl dev team on it to make 100 more super big dungeon/raid, you won't get approprite return when active subscribers so small. And a 10 year old MMO isn't going to attract new player to support such big investment also. If you want to attract new players, you need to do something like FFXIV 2.0, re-release the game under a new name and new game engine. And even that can't promise whether it will attract new players or not.
FFXIV is currently a very huge gamble SE made, just to save the name of Final Fantasy.
Putting large resource into a 10 year old MMO is not the smartest thing to do, from game dev's POV. As a customer, if you don't like it, you don't pay for it. It's as simple as that. Not putting large resource in FFXI is not a crime or "stupid thing" to do, you just don't pay for it if you don't like it.
If SE put a 200 ppl dev team on FFXI to release new dungeon every week, and ended up having less profit, you think that's a smarter option for anyone running a company?
Talking about sleepwalking the NM, that's exactly what Abyssea did, lol.
I don't replay content in single player games, after I beat it for 1st time it's no longer fun for me. I replay same content in FFXI for other reasons, other aspect that single player game or even multiple player game doesn't have.
And I do think that everyone wearing same gear is more harm than good in a MMO.
Player base will have both hardcore and causal, and somewhere in between, you can't expect every player be causal, some ppl bound to play 10 hours a day instead of 2, and some ppl play 4 hr, some plays 6hr etc.
So the best way is to make every gear have different value.
If every gear in the game only need 5hr to obtain, After 1 week of release, hardcore player cap gear and quit because they can no longer make progress. After 2nd week, semi-hardcore also cap gear and quit, after 3rd week, semi-causal also cap gear and quit, after 4th week, causal players won't have anyone to play with.
Thus ideally there should be gears you spend 5hr to get, and some gear you spend 20 hours, some gear you spend 100 hours. That way no matter you're causal or semi-causal/hardcore, or very hardcore, you always have something to work on.
Thus Abyssea only is a bad idea, and Abyssea era is bad. I'm not hardcore in anyway, I play only 2~4hr a day, not 10hours, and I didn't say this because I want to be different or something. I don't mind players playing 10 hours a day have better gear than me, I'll just stick with my 2~4hrs a day semi-causal gear and be happy with it, because that's what I am, semi-causal with 2~4hr a day play time. I'm semi-causal, so I wear semi-causal gears. Let causals wear causal gears and hardcore wear hardcore gears, it's all fine by me.
Irl is the same as well no? You don't see rich person dress up the same as person living on street.
Forcing everyone wearing same gear no matter how causal/hardcore you are, just makes the game less fun and more harm than good for MMO, and less diversity too. It removed sense of community/virtual world to a certain degree. Unless this game implement some sort of score/achievement based system, or have score shows up after every raid, it makes no sense to make every gear causal only.
Server merge happened twice during Abyssea if I remember correctly, proved that Abyssea didn't save this game at all. I don't mind game has event such as Abyssea, so Causals can have something to do, but if ENTIRE game is nothing but Abyssea, then that's where it went wrong.
I give you, Voidwatch, the Ticket Point System idea!
You see this idea allows you to get points for killing a NM, however the NM in question must be beaten for points to be spent on it, beating another NM will not give you points to spend on any gear, only the gear tied to said NM. This makes sure players do not spam NMs such as T1 City NMs for points to buy drops from T6 Mobs, and keeps balance in the drops. It only allows players to obtain items after many fights with the same enemy, so long as luck does not give them the item of their desires.
agree
see demon's answerQuote:
As for "collect point and get gear", FFXI already has such event, that is Einherjar and Legion. However, this sort of thing will face another problem- Can you get ALL the gear by just spending point?
Both Einherjar and Legion doesn't let you get ALL the gears by spending point. So if you want Odin drop, you still have to kill Odin. If you want Gallu/Rex drop, you still have to kill them.
If they let you get ALL the gears by spending point, then nobody will do Odin/Gallu/Rex, everyone would just grind T1 hall/chamber with small pt over and over until they can get everything, doing harder boss become pointless. If boss reward only drop after you kill them, then causals still can't get them, so it's exactly the same as you complained, that ppl can't get what they want and do event for nothing.
Personally I think legion has the most correct Reward:Effort ratio as an event in this game though.
yes the problem is short easy fight with stupid low drop rate.Quote:
Time wise, the way they design VW, doesn't have the room to give players gears in 5 kills. Each VW dies in 1~2 min, if you only need to kill 5 times, you can get the gears in 5~10min of work.
If a rare gear require 20 hours of game play to get it(spending 20 hours of play time to get a gear in MMO is very common in many other games too and certainly not too high), and VW only need 2 min to kill, then 600kill is about 20 hours of work.
Then the entire problem is VW being killable in 2 min, thus you need 600 kills.
nobody asked to get gear in 5 kills, but nobody like going 0/200+ when other people toss (or get gils if pulsable item)10* the item you want
+the mob die in2 min doesn't mean you spent 2 min to do it. /sh, repop time, warp to refill stone...(you spend more time waiting than fighting when you do VW)
I don't care what other player wearQuote:
And I do think that everyone wearing same gear is more harm than good in a MMO.
I won't get a mythic weapons, I'm ok with this because I don't make the effort for it, not because Mr RNG said "NO!"
i'm not ok with not getting wanted VW item because Mr RNG keep saying "NO!" no matter how many effort i did
I aggre on this but Mr RNG is not a good value metter. And there is some casual that finished VW before some hardcore because they average 1/10 on wanted items while the hardcore is still 0/100+ on anythingQuote:
Player base will have both hardcore and causal, and somewhere in between, you can't expect every player be causal, some ppl bound to play 10 hours a day instead of 2, and some ppl play 4 hr, some plays 6hr etc.
So the best way is to make every gear have different value.
ok everything being "abyssea level" is bad, but abyssea area isn't bad in itself it's bad because it lasted too long without anything good added.Quote:
Thus Abyssea only is a bad idea, and Abyssea era is bad. I'm not hardcore in anyway, I play only 2~4hr a day, not 10hours, and I didn't say this because I want to be different or something. I don't mind players playing 10 hours a day have better gear than me, I'll just stick with my 2~4hrs a day semi-causal gear and be happy with it, because that's what I am, semi-causal with 2~4hr a day play time. I'm semi-causal, so I wear semi-causal gears. Let causals wear causal gears and hardcore wear hardcore gears, it's all fine by me.
Irl is the same as well no? You don't see rich person dress up the same as person living on street.
Forcing everyone wearing same gear no matter how causal/hardcore you are, just makes the game less fun and more harm than good for MMO, and less diversity too. Server merge happened twice during Abyssea if I remember correctly, proved that Abyssea didn't save this game at all. I don't mind game has event such as Abyssea, so Causals can have something to do, but if ENTIRE game is nothing but Abyssea, then that's where it went wrong.
abyssea was a level cap filler and was perfect as it. lvl cap was locked on 90 for too long but that's not abyssea fault
lot's of abyssea gear is still best gear, but once again that' not abyssea fault.
It's too bad, I actually like the personal chest idea. Very pickup friendly and also can reduce drama in a linkshell setting. It's not too far off from being good. Adding a rare/ex drop to the treasure pool really would fix everything. In a linkshell setting, you're now after 1 drop to load within the alliance rather than 1 drop having to load within the alliance in the correct box. In a pickup setting, using that option would be optional and people could still pulse their treasure or pool non-pulse items like Rubeus/Ogier/Athos or things like Phasmida Belt/Omphalos Bullet etc.
To solve the linkshell from monopolizing lucky members, just make it so you have to have the item already to toss it into the pool or direct it to someone else.
People asked why couldn't voidwatch have an "Add to Treasure Pool" option. And some people complained that in linkshells, members would be pressured to give their drops to someone else. This was the VERY reason for personal chests from Voidwatch in the first place, so that no one could "make" someone give up their armor or weapon drops. To add the option and to keep people from being pressured into giving up their rare drops to higher ranked members, just have it so that the option is only available after obtaining such gear.
1. That would only make people not bother with events anymore once they got what they needed.
2. It would still mean a mule would get something before a real player could and there would be no way for them to give it to the real player, so the same frustration persists.
3. With a personal chest no one can pressure you even if they wanted. If you want the item get it. No one can know what you had and even if they did, they can't force you to give it up.
4. If you have a LS that does such retarded things it's the LS's fault, not the system's. It's like the people complaining about greedy Dynamis leaders back in the day. If anyone ever was under a greedy leader, it was their fault, not the leader's. A leader is nothing without their members. I've known a lot more fair linkshells than unfair ones with bad leaders. And if you're that desperate just make your own. There's plenty of people who want a fair linkshell and would join you.
It probably can't be done in FFXI so I guess it's a moot point, but in WoW one can trade dungeon loot with people who were in the dungeon with you up to 2-hours after it ends. That would be kind of cool, although I suppose "add to lottable spoils" would be a much easier solution since the mechanic already exists.
If i had to take a loot system into consideration to replace with VWNM, id go to the BCNM method of locked drop slots. I know to some degree it uses this already, but what if taken a step further to say....Lets look at akvan. Slot one for akvan could be say;
ALWAYS Drops one of:
Heavy Metal Plate(50%)
Screamol Band (30%)
Omphalos Bullet (15%)
Heka's Kalasiris (5%)
With slot 2 being one of X log or petrifact, Slot 3 being X ingot/ore or petrifact, slot 4 being misc jewel/fish/meat/med or petrifact. Something like that so you KNOW every time you will get something to drop in your first slot. Course im good with a point system too, love einherjar, and old nyzul's objective based floor system. Neo-nyzul is too luck-based for me. Maybe if floor skips could be no less than 5 floors... But thats beside the point...Ahem... If you wanna add more obscure mobs to the spamming list, im not aware if theres an adamantoise VWNM, but perhaps add something else cool like a 1% chance of a NQ/HQ pop for the old land-kings. Perhaps if off a similar type (the behemoth in jugner, the dragon in ifrit's). Just brainstorming. Course i just passed 0/800 on heka's, but am 1/6 toci's. At the time i got toci's i didnt have a reasonable job for it, but have since changed that.
Meeble Burrows is the idea I've always TOLD, SUGGESTED to Square Enix.
I hope this is something like this.
Too weak version = 1% drop rate.
Easy prey version = 3% drop rate.
Decent Challenge version = 5% drop rate.
Tough version = 9~10% drop rate.
Very tough version = 13~15% drop rate.
Impossible to Gauge version = 20~25% drop rate.
Extreme version = 30-35% drop rate and change it according to each drop or something.
people want to fight everything and some people can fight harder versions for better drop rates.