Abyssea was successful because it was open to everyone and the loot was potent enough that even the worst player could realize that those zones were the place to be. The problem with alot of old XI content lay in the fact that if you didn't reach X point, you couldn't participate meaning that for someone doing the content it became difficult to organize a run because the available pool of individuals was immediately hamstrung.
Great for statics and potential poison for casuals.
For instance, Salvage. Remember the AP you needed to enter? If you didn't do your homework (and got access to RedvBlue) you either had to repeat other runs that did not completely cover the cost of entry into Salvage or spend time getting to RvB so you could reasonably maintain points to do the runs. So in addition to doing the run, you had to spend 30+ mins doing a prep run of Assault to cover Salvage. This was the model for Salvage in effect:
Do Assault (tied to points and microscopic drop rate HQ items) -> use Assault Points for Salvage (thus draining your ability to use Assault points for rewards) -> Enter Salvage -> Fight NMs with microscopic droprates -> More than likely get nothing -> Rinse -> Repeat.
Does that sound like something fun outside when repeated over 100x? Let's not even discuss that locking you into RvB completely hosed any chance of making Assault progress or helping friends. "Sorry, cant use tags - doing Salvage."
The dev response: Get better friends.
Oh, and who can forget Salvage locked you out of Nyzul Isle meaning that creating statics barred you from participating in the other event which again lowered the immediate pool of people you could participate with and doubly so when Salvage was literally an infinite grind. Tired of being on the hamster wheel? The system then forces you to cut 'friends' loose because the rates were so bad that it was impossible to help all your individuals finish pieces leading to perpetuated drama, unneeded stress and a "me me me" mentality amongst some players.
Admittingly however, Nyzul drop rates were far and away better than Salvage.
On Assault? Many people never got to high ranks (due to SE not updating the AP loot and being afraid to challenge kings gear at the time) meaning that if you managed to reach the levels of Sergeant or Lieutenant it'd often be a chore to find other people in your rank to assist on runs. You were actually penalized for being ahead of the pack unless you happened to have a static. Why couldn't you just bring anyone into the run? Why make it so hard to gather up individuals to have fun?
Update the rewards? Naw, lets just keep Kings popular so people can make thousands off bots, perpetuate RMT activity and overall depreciate the quality of the game.
And how were those shout Dynamis runs were run? Thanks to how Dynamis rewarded individuals it'd often be some variant of:And I remember more than one shout run for Dynamis and other events. In our LS, we even had plenty of people participate who were < Lv70 still, and some of them stayed there for a while. And you know why that was possible? For two reasons, first of all, it wasn't too hard (maybe T3 Einherjar, but once you get the hang of it, and I know for a fact that even noobs eventually do, it's doable), and secondly, there was no competition. Occasionally some Dynamis was blocked, so you did another zone, but all in all, you were never denied any content by other people, they never "stole" the access from you.
(Dynamis-Bastok) (Do you need it?) Currency X, Relic Freelot (/tell) Leader
So basically you were doing a run for someone to finish their relic while you were given the equivalent of scrap drops, especially as Dynamis was old as shit and began to drag in it's old state for far too long. Dynamis boiled down to a world where a few people manipulated the masses to finish year-long commitments often with very little recompense for the participants.
Someone at SE thought this was a good idea to leave unmodified? Or were they so blind they didn't see what was happening across servers for the better part of years?
I personally went nearly 40 Kirins without Wlegs and only recieved them recently after buying a set and just throwing my hat into the ring. Stuff is random and what is an easy score for one person can be a nightmare of years for others - the key problem with relying on the random number generator. Ask around these boards and im sure you'll get many first hand experiences on the horrors of a chapeau, tonban, shadow ring, macha's coat etc etc.Also, I don't know where you get that shit about 0/100 droprate from. We had gotten almost all Dynamis items for most people who needed it (obviously some newer members didn't have them yet). Same with sky, we had Haidate, W.Legs and pretty much everything else worthwhile for everyone who needed it, to the point that we stopped doing Sky after a while, unless we got new people. AV drops were the only thing we never got around to doing.
Paranoia and Insanity? Or just my observations of the SE dev team over the years? I'll leave the readers to decide.I don't know any great item that had < 10% drop rate back in the day, and even that was pushing it (that's talking NM drops, of course Dynamis fodder mobs don't count, since you can plow through them). Simply, I have no idea where all that rage is coming from (except Sparthos's rage about the development teams' conspiracy to suck the soul out of every paying customer, that's just his paranoia/insanity). And remember that I'm only referring to the old FFXI, not the new FFXI. You'd have a hard time finding anyone disagreeing with the common notion that the drop system sucks ass.
If you think that SE cared about paying customers throughout CoP right up until Abyssea I launched, you're clearly obscuring the facts in order to play apologist for the devs. The reason why so many people applauded Abyssea is because things were previously designed so terribly with regards to time v. reward, drop rates, time commitments etc. that Abyssea didn't even seem like the design of Square-Enix.
The last idea to come from SE before Abyssea were:
-VNMs
-Yilbegan
-Evoliths
The trifecta of quite possibly the worst ideas to come out of dev teams heads.
For years many good ideas (and bad ones) were floated to the dev team yet they never really cared to take consumer input to the development process because they were content in designed this game within a vacuum. Tanaka clearly didn't help things either his grumpy father mentality of "you'll eat those damn peas and you'll like it!". Things that are just now being addressed could have been solved years ago when the playerbase pointed them out yet im supposed to sit here and commend the dev team for once again reverting to the "ignore base" mode of development?
For a brief while I had some faith the devs had learned their lesson but it's clear they're going back to the regularly scheduled program of low drop rates, obscure events that few enjoy, microscopic upgrades and 'take a year to finish a piece'.
The dev team aren't idiots and it'd be unfair to call them completely inept but they really need to do something that they clearly haven't done in years:
Play the game.
It would clearly avoid silly moments like mentioning that BST is 'powerful' enough to need limitations on pets, show the flaws of classes like DRK and give insight into what exactly the updates and patches do to the status quo within Vana'diel.