We understand that the system is difficult but the rewards such as Ochain and Daurdabla are on an equal level. In a previous version update, we did increase the rate at which Abyssite upgrades and there are no further plans to adjust this system.
not really the best comparison ochain is still godly even at 90 unlike other emps, when they release a sheild that s***'s all over ochain then you have a point.
on topic, yes this system sucks but at least the rewards are still worth the effort, there wasnt a day that went by that i didnt want to drown a bag of kittens because of it, fact is with the way the game is now even my aegis is reduced to town gear if im on pld 90% of the time i use ochain, was it worth all the hell to make it?....YES
That was sorta my point. Delve weapons shit all over previous weapons and are a million times easier to get, so the whole "it's so hard because the reward is so good" thing is BS. Don't make a weapon that craps all over everything and takes one day to finish and then tell me that some other weapon has to take months to complete because it's equally as good.
ON TOPIC:
This trial is annoying. No one anywhere ever found it fun. It makes us hate you. we don't want to be haters. Break the cycle.
Last edited by FrankReynolds; 06-05-2013 at 08:34 AM.
I can live with the god-awful upgrade rates, but can't we at least get multiple spawns back on the table? Waiting 10-15 mins on a respawn in a timed area while trying to out-claim half a dozen other parties is not my idea of "equal level" considering all the other weapon mobs have multiple spawns.
Anyway, I guess this is just another example of SE listening to our feedback and kindly telling us to F-off. I suppose we should be excited to at least get a response.
I reject your reality and substitute my own...- Adam Savage
The system isn't difficult at all. It's very luck based and time wasting. All I'm suggesting is that they add in either more ways to spawn the VNMs, lower the spawn timers for the VNMs (or add more spawns in the zone at once,) or give us a way to get rid of the bottle neck of waiting if people pop the VNM, fight it, and wait for the respawn. It can take up to an hour per zone to get 1-2 souls, with a line of sometimes up to 20-30 people in the zone looking for this. Come on now, this is the biggest bottle neck in the game. At least with doing any other event or trial in the game you can do it at your own pace and not be bogged down by other people.
It wouldn't be so bad if jobs like Paladin didn't have to resort to forcing themselves to get this shield just to be able to play their job. It's just that good, and that is the problem.
Throw out a delve shield with a block rate with about the same and maybe it might change something, but having anything but Aegis or Ochain at the moment makes you more of a detriment than a help.
The abyssite nonsense? Fine, I can deal with that, but at least make it so anyone with the KI can pop it at anytime as long as they can find the NM.
Last edited by Radd; 06-05-2013 at 05:29 AM. Reason: Missing quotation
Do you not understand how stupid this system is? Let me explain why we hate it...
First off, you are trying to claim a NM, which is invisible, and you have to fight some random amount of times for an upgrade, now the first one spawns quickly, lots of them in multiple zones, so its not to bad. But then the second NM, the T2, now you are not alone in camping these most of the time, there are hoards of people, 2~3 parties on average whenever I went to do mine, and its on a 10~15 repop timer. So now you get to fight a NM, which is invisible, you have to /heal to find, which stops you from moving and often allows others to pop it before you, and the KI might not upgrade even if you do get the NM. Now say on average we all get a pop in a cycle, that means if there are 2 other parties, I can get 1 NM every 30~45 excluding fight time and pop time, now, what are the rates for upgrading? 20%? 25%? Lets go with 25%, so once every 4 pops I get a KI to pop the T3. Now lets do some math... 1 NM every 30~45 minutes, Ill go with 40, so 40, times 4, is 160, now 160 divided by 60 minutes is 2 hours and 40 minutes. So it would take me roughly 2 and a half hours for a single KI for my T3 NM. Now say it takes 20 minutes to pop and kill this NM, thats about 3 hours now. So 3 hours have gone by, the other 2 parties are still around, and I killed my NM and got lucky, 2 souls! Now how much longer will it takes? 3 hours per 1~2 souls, say on average I get 1.5 souls, thats 3 souls every 2 kills, that means 75 Souls takes about 50 kills, so about 150 hours spent inside Abyssea, farming, fighting with other people for claim on a single invisible NM roaming around randomly. Assuming all of this you have spent nearly 6 full days inside Abyssea doing nothing but this, competing with other people for this single NM, and there are a lot of things I am leaving out too, retiming, getting buffs/atma, remaking T2 pops, and so on, so really its probably more like 170 hours in total, a week in Abyssea for a single stage of a trial.
Does that accuratly explain the pain of doing this?
Why we hate it is simple, only 1 pop, KI changes and you have to get another, people fight over the single pop constantly, and even when you finally get ahold of it you can not be sure you will get the KI you want, nor can you force it like anywhere else in Abyssea... and so on, its a simply painful and stupid cycle of annoyance and frustration for players.
Pretty much what I was saying without an actual time estimation.
Why is this in the game? Is there any specific reason why at this point for this to be bottlenecked this badly? This is the definition of artificial difficulty. There's no reason for it other than to waste as much time as possible.
I'll echo the sentiments presented over this page. The rationale for keeping things untouched is rather poor.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.
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