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  1. #681
    Player FrankReynolds's Avatar
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    Mrkillface
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    MNK Lv 99
    People want progression. They want to know that what they are doing is making a difference. Random drops on 3-??? Fights are not progression. Even if they add other less valuable items as incentive to keep coming back. The primary drop item needs to have a reasonable and easily understandable path to obtainment. Otherwise people get discouraged and quit chasing it.

    If people know they will have their desired item after 10 runs, they do 10 runs (Example). Devs should set the number of required repeats to be commensurate with the value of the item and the amount of time that they want people to continue the event.

    If people know that it may take them 1 run or 1,000 runs, they give up after 5 (arbitrary numbers for example). That is what happened very quickly here. That is what will continue to happen because everyone knows that whatever the item it is, it will probably only be valuable for a very short amount of time. The longer it takes to obtain, the less time you are in possession of something of valuable.

    You should never have to spend hours, days, weeks, months on an event without ever achieving your goal. We have real life to crush our souls and steal our innocence. Video games are for escape. The secondary drops, like scrolls, currency, etc. should be a bonus for people who want to come back and help. They should never be a consolation prize for the guy who did the event 1,000 times and never got his drop.

    All that other stuff you are talking is nonsense.
    (3)

  2. #682
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    Quote Originally Posted by FrankReynolds View Post
    People want progression. They want to know that what they are doing is making a difference. Random drops on 3-??? Fights are not progression. Even if they add other less valuable items as incentive to keep coming back. The primary drop item needs to have a reasonable and easily understandable path to obtainment. Otherwise people get discouraged and quit chasing it.

    If people know they will have their desired item after 10 runs, they do 10 runs (Example). Devs should set the number of required repeats to be commensurate with the value of the item and the amount of time that they want people to continue the event.

    If people know that it may take them 1 run or 1,000 runs, they give up after 5 (arbitrary numbers for example). That is what happened very quickly here. That is what will continue to happen because everyone knows that whatever the item it is, it will probably only be valuable for a very short amount of time. The longer it takes to obtain, the less time you are in possession of something of valuable.

    You should never have to spend hours, days, weeks, months on an event without ever achieving your goal. We have real life to crush our souls and steal our innocence. Video games are for escape. The secondary drops, like scrolls, currency, etc. should be a bonus for people who want to come back and help. They should never be a consolation prize for the guy who did the event 1,000 times and never got his drop.

    All that other stuff you are talking is nonsense.
    This proves my point. End game players are hard to please. You have nothing else to do but 3 events right now. Delve, Wildskeeper Rieves and Skirmish.

    Any other events out there for you?

    Unless you have seen an adjustment made that sped up the event and totally kill it in less than a month, then you will continue to be stubborn.

    This is exactly what happened to WoE. SE weakened all monsters, added in better drops. Killed the interest of the event that use to be thriving full of players every morning on my server.

    Was it done intentionally to draw attention off that event and direct everyone to play SoA? Until another area of interest is implemented I wonder if DEV TEAM is going to kill off Delve, WR, Skirmish before that happens.
    (0)

  3. #683
    Player FrankReynolds's Avatar
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    Mrkillface
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    Cerberus
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    MNK Lv 99
    Quote Originally Posted by Daemon View Post
    This proves my point. End game players are hard to please. You have nothing else to do but 3 events right now. Delve, Wildskeeper Rieves and Skirmish.

    Any other events out there for you?

    Unless you have seen an adjustment made that sped up the event and totally kill it in less than a month, then you will continue to be stubborn.

    This is exactly what happened to WoE. SE weakened all monsters, added in better drops. Killed the interest of the event that use to be thriving full of players every morning on my server.

    Was it done intentionally to draw attention off that event and direct everyone to play SoA? Until another area of interest is implemented I wonder if DEV TEAM is going to kill off Delve, WR, Skirmish before that happens.
    WOE is a terrible example. SOA has better drops. The end.
    (2)

  4. #684
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    Quote Originally Posted by FrankReynolds View Post
    WOE is a terrible example. SOA has better drops. The end.
    The example is not about the drops! The example was about making an event easier, therefore more items dropped faster and once everyone got everything they needed the event died.

    See where your mind is? You only think about items and nothing else.

    36 people was the entrance cap for each flux. If they were going to weaken all monsters and bosses to make it easier, they should have capped it lower.

    People were defeating flux in less than 10 minutes after adjustments. Many people couldn't even go out and reenter fast enough to deal any damage and get max rewards.
    (0)
    Last edited by Daemon; 09-16-2013 at 01:26 AM.

  5. #685
    Player detlef's Avatar
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    Philemon
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    Valefor
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    BRD Lv 99
    Isn't your example about drops too? Weren't you trying to demonstrate that the reason people stopped doing WoE was because they got all the drops they wanted? If that's the case, couldn't the case be made that if better drops are introduced in Adoulin, THAT might be the reason people stopped showing up?

    Last I checked, WoE drops are not exclusive. This means you can always sell things like Windbuffet Belt and you are never truly capped out.

    Edit: I think you edited your post again. That makes it inconvenient to respond.

    WoE strikes me as fundamentally different from WKR:
    -The event lasts far longer than the 10 minutes like you describe for WoE;
    -The event is not repeatable for 3 hours, and therefore not spammable. There is ample opportunity for anybody to get many evaluations;
    -The gear is not exclusive, so there's always the gil potential,
    -Fewer people doing WoE makes the event better. Fewer people doing WKR makes the event worse.
    (3)
    Last edited by detlef; 09-16-2013 at 01:44 AM.

  6. #686
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    Quote Originally Posted by detlef View Post
    Isn't your example about drops too? Weren't you trying to demonstrate that the reason people stopped doing WoE was because they got all the drops they wanted? If that's the case, couldn't the case be made that if better drops are introduced in Adoulin, THAT might be the reason people stopped showing up?

    Last I checked, WoE drops are not exclusive. This means you can always sell things like Windbuffet Belt and you are never truly capped out.
    The demonstration was about making an adjustment to an event where people were playing already and had a daily routine doing those events got killed off by an instant change that people thought would be better but turned out to be worse than expected.

    People went there to collect items for WoE path Emp.

    And No WoE died "Before" SoA.

    Again adding better rewards I agree. Making them 100% drop I disagree.

    Sorry let me rephrase that. Basic normal gear 100% ok. Rare powerful items like Tamaxchi 100% drop no thanks.

    You have people like me who live at the event, play it everyday, and then because people claimed they were the victim of "I can't do it because its too hard" had the adjustment made for their benefit show up only to play the event 1 or 2 weeks and leave after they got what they want while its people like me who stayed there and watched it happen before my eyes.

    Well damn these people don't even play the event like us, they show up, got their things and now its us is who actually enjoyed the event are left screwed because everyone who did live in WoE thought "this is pointless" and left after it happened.

    It's the same feeling when you are camping an 8 hour boss only for someone to show up last minute and claim boss and kill it then leave.
    (0)
    Last edited by Daemon; 09-16-2013 at 02:13 AM.

  7. #687
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    Quote Originally Posted by detlef View Post
    WoE strikes me as fundamentally different from WKR:
    -The event lasts far longer than the 10 minutes like you describe for WoE;
    -The event is not repeatable for 3 hours, and therefore not spammable. There is ample opportunity for anybody to get many evaluations;
    -The gear is not exclusive, so there's always the gil potential,
    -Fewer people doing WoE makes the event better. Fewer people doing WKR makes the event worse.
    How is it inconvenient? You edit your post and I'm not complaining.

    WoE last longer than 10 minutes if 36 people level 99 don't show up and destroy each flux.
    The event is repeatable. 1k everytime you exit and re-enter and can be played infinite amount of time.

    Ugh people went there to get WoE path Emp quest items like Liminal residue/ Devious Die. SE added Sachs like HMP pouches. Up to 19 drop per pouch. That was the main focus.
    AH gear like flume belt, acesor choker etc were just money bonus for Gil.

    Why do you make it sound like Rare/EX item less in value? My Dalmatica +1 is rare/ex. What does this have anything to do with worth? Just because you can't sell it means its worthless?

    Gil potential means RMT can spam these bosses and make a mess ruining the event. I thought this was the reason SE implemented more rare/ex items and less Gil potential items.

    In my opinion making it sellable devalues the item because anyone can sell or trade anytime they want and not even have to play the event and get it. Who's to say item like Tamaxchi won't drop down to be 500k? Based on amount of players left now, how much Gil circulate fast? Then you have people undercutting the value of such items over war of selling faster than others.

    Less people does make the event better. Which right now WKR need massive amounts of people. Lets see how the new adjustment plays out though.

    More people means less control, less organization between each other making strategy hard.

    I'm sure once a good portion of players on your server obtain the majority of gear from Delve Megabosses, Skirmish, WR, these bosses will become a joke.
    (0)
    Last edited by Daemon; 09-16-2013 at 03:10 AM.

  8. #688
    Player detlef's Avatar
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    Philemon
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    Valefor
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    Quote Originally Posted by Daemon View Post
    How is it inconvenient? You edit your post and I'm not complaining.
    I clearly stated that I edited it and what part of the post was edited. I had to do that because you edited your post after I had already responded. I'm saying that you make it really inconvenient for anybody trying to discuss things with you because you can't get everything in before hitting post.

    It’s actually really annoying for anybody who reads it later because when you try to read the latest post, you miss edits to posts you have already read. Basically it’s just courtesy.

    Quote Originally Posted by Daemon View Post
    WoE last longer than 10 minutes if 36 people level 99 don't show up and destroy each flux.
    The event is repeatable. 1k everytime you exit and re-enter and can be played infinite amount of time.

    Ugh people went there to get WoE path Emp quest items like Liminal residue/ Devious Die. SE added Sachs like HMP pouches. Up to 19 drop per pouch. That was the main focus.
    AH gear like flume belt, acesor choker etc were just money bonus for Gil.
    Yeah, I am well aware that it is repeatable. That’s a major difference between WoE and WKR. I think you are underestimating peoples’ motivations for doing WoE. Far more people than you think were doing it solely for the gil (it was the only motivation for the players in my linkshell who did it and still do it regularly). With this in mind, it is very much repeatable and more importantly farmable content that people don’t stop doing when they get a drop. This makes it fundamentally different from WKR.

    Quote Originally Posted by Daemon View Post
    Why do you make it sound like Rare/EX item less in value? My Dalmatica +1 is rare/ex. What does this have anything to do with worth? Just because you can't sell it means its worthless?
    Your dalm is irrelevant to this conversation. If we fabricated some fictional event, the sole reward from which being Dalmatica +1, would there be any reason for you to participate? Absolutely not. What if Dalm +1 was changed to no longer be exclusive? Then you would have a non-zero motivation to participate because you could sell the drop. That’s why WoE is repeatable. Changing the event would have no effect on the motivation of many of the participants because the repeatability is not affected.

    Quote Originally Posted by Daemon View Post
    In my opinion making it sellable devalues the item because anyone can sell or trade anytime they want and not even have to play the event and get it.
    This is preposterous. A non-exclusive item is far more valuable than an exclusive item. Compare Peacock Charm to Peacock Amulet. Exactly the same except one is exclusive. The Charm can be lent to a friend, sold for gil, or sent to a mule character on another account. It has far more versatility and use than the Amulet.

    Quote Originally Posted by Daemon View Post
    Less people does make the event better. Which right now WKR need massive amounts of people. Lets see how the new adjustment plays out though.
    Yet another difference between WoE and WKR that shows that they are not analogous.

    Quote Originally Posted by Daemon View Post
    More people means less control, less organization between each other making strategy hard.

    I'm sure once a good portion of players on your server obtain the majority of gear from Delve Megabosses, Skirmish, WR, these bosses will become a joke.
    Exactly, you’ve touched upon why WKR sucks.

    Gearing up the server won’t really affect strategies. Melee have trouble staying on things full time, so all that Delve gear doesn’t really help. You’re best off with COR and magic damage. Gear helps for this, but it’s not even anywhere near the same as giving a MNK an Oatixur. It’s not nearly enough to offset the decline in participation.
    (2)

  9. #689
    Player detlef's Avatar
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    Eh you did it again. I'm not changing my response.
    (0)

  10. #690
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    Quote Originally Posted by detlef View Post
    Eh you did it again. I'm not changing my response.
    Lol sorry I get what you are saying. I just lay down a base first and then build on top of my post and correct things I make a mistake than post 20 replies which its intended to save forum space.

    Instead if erasing though I scratch out my mistake so you still see the mistake and that I corrected it.
    (0)

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