Back in my day, it took 4 years of camping to get Defending Ring to drop.
Got outlotted by three points.
Life's a bitch sometimes.
Back in my day, it took 4 years of camping to get Defending Ring to drop.
Got outlotted by three points.
Life's a bitch sometimes.
I'm done with this. I'm gonna take my marrows and lego-builder in my mog house.
Um... no... I'm calling BS on this.
The Dev is listening and they are making adjustments that will maintain the integrity and challenge of an FF game and to assure this they gave us the Test Servers. Games like this are constantly evolving and changes have to be carefully implemented, true some of them I don't particularly like but I deal with because change will come but it will take time.
Integrity and challenge of an FF game? The way it plays, FFXI barely even qualifies as an FF game. It's as much a linear JRPG as WoW is a RTS.
Besides.. .it's only 5 and it looks like it will be 100%. Mythic only 3, 100% drop probably. Empyreans are stuck grinding voidwatch for abysmal drop rates and prices on 95 and 99 upgrades. I have lost all sympathy at this point.
Well we do seem to agree on the Empy path being a total screwjob
A few thoughts which I hope make it to the DEVs round table.
Mythics - Thanks to the increase in Zeni per plate this trial is perfectly reasonable. For that matter given what it takes to gain mythic, and that PW is very PuGable this should be NP.
Empyrean - 60 is just fine, Empyrean deserves no sympathy given the mass difference in the effort needed to create to a level 90 version. The fact that they are on par with or superior to both counterparts in the super weapon class justifies this. Yes, 1500 plates is 150m and about what relic costs but, empyrean doesn't cost a thing to get to 90 so it’s just leveling the playing field. Additionally, I doubt any rational person would say making mythic is comparable to making empyrean. However, some do claim relic is just as easy being a player can now solo farm the currency in roughly 90 days. To this argument, understand many Empyrean can be made in PuGs within a week. When people can say things like "you just need an empy" in reference to a super weapon there is an issue, imagine telling someone at 75 "you just need a relic".
Last is relic, which right now is the only class of super weapon that is in discussion.
A few thoughts, first kills trials are not reasonable for two reasons. First, once the initial rush to complete the trial is over players earning relic after or missing the rush will be in the same boat of gathering 18 people all of whom don't need the fight. Reason two this is a bad idea is that many of the common relic are shields and melee weapons, and Arch Dynamis Lord is not something that just any combination of job can do.
Next, as far as multiple drop points go, when an item is dropped from multiple mobs (even at a reduced rate, even then do you want Merrow to be any less than 100%?) players will always seek to kill the easiest of the bunch. This brings up a second issue where in Dynamis is a timed event, ANY cause for congestion is bad. Unlike Abyssea, Dynamis has a full 24 un-adjustable re-entry. Things will be no different than trying to get empyrean NMs before the x3 adjustment. Also, I don't think a simple ??? addition will suffice as in Abyssea there are ~18 empyrean NMs and that had issues imagine what happens if every relic holder wants one NM.
Another suggestion I've seen is gain 1m exp, and while that is an impressive number this too is unrealistic. I imagine that upon implementation players will quickly find level syncs willing to be bought/help. I believe Dynamis allows the double exp of last year meaning a possible 400exp/kill plus exp bands if those work. Dynamis would become a party zone for relic holders, which among congestion, will like with kill counts cause some players to have to help without benefit. (won’t find many healers doing relic trials) Aside from that, imagine what 1m exp would do to the Magian completion message one kill and 400 messages appear. Would likely involve altering the Magian System.
Another suggestion offers 10k kills of any kind. This is as simple as one of the greatest weapons of all time being brought to maximum potential by killing EP rabbits. A bit anticlimactic I would think. (Also kill count with a shield? I assume the wielder has to get finishing blow otherwise, it just Abyssea party time)
There is no point in going over why the current method is flawed since there is 100+ posts on it just be aware that a x1 drop from ADL won't work. This is the DEVs preferred method since players who jumped the gun and took Test Server data as final started collecting them.
However, I would like to expand on this idea. What if upon defeat ADL dropped a chest? (I know what you’re thinking OH GOD VW, be at ease I have an idea) This chest has 100% chance of Merrow + whatever else they want to put in, maybe some logs or something. All other drops will go to pool just as normal.
The benefits of this are as follows:
#1 Players who may already have the drops will still be able to use them as needed.
#2 Players will not be required to play the job of the weapon they wish to upgrade.
#3 In the event that later down the line players cannot find a team to finish off ADL they still have the option to buy (unlike kill count)
#4 While it is true this leads to 18x the drop rate this also means two important things first if a player sacrifices a drop to another player by trading it they will still have to obtain one themselves later, a player not upgrading relic can still choose to sell the drop as a means of compensation for helping the run. (This will also lower merc shell prices to one reasonable of players)
As previously stated this will increase the overall count of the item and as compensation a x2 or x3 (Definately not x18) to required turn ins. This is my least favorite of my ideas.
The bigger complaint is the difficulty of ADL at 99 which borders on Kirin at 75. This leads to my preferred idea.
Merrow would be added to Fait Lux as an x1 drop. The reasoning goes a little something like this.
(SPOILERS AHEAD)
First of all, Fait Lux has a maximum of 6 man entry, and much like Dynamis a once a day limit (Unless you stock in advance) This means a smaller group needed to obtain these items while still being a moderately challenging fight. However, unlike Dynamis in the event of congestion there is no time limit on the wait area for Fait Lux. So while congestion will still be an issue it’s not wasting a once a day opportunity.
Merrows in circulation would again be able to be used, (to not screw those who have them) while still maintaining an item drop meaning the relic jobs within the BCNM would not be required.
Now I know the DEVs want to keep the mythology behind Dynamis in relic trials but, as we should know the Crystal War era we experience in WoTG is the true crystal war not the weaker universe we know in our world. Many of the relic holders existed in this time just as they do in ours but, as shown in one of the CS they were soundly beaten at the Shadow Lords hands. Up until now we have been farming the remnants of the relic trapped within Dynamis, so why not go to the original and I do mean original (not our altered world) to obtain its maximum form. Rather than the current ADL which has no story or real reason to exist within Dynamis other then "additional content"
Now, for the drawbacks.
First, the Earth time needed for upgrades is unaltered (I would assume the number needed for completion is unaltered) with exception to the fact a team of 18 relic holders can go in 3 groups cutting the time between them in 1/3. (For those big relic lss)
This still doesn't answer the problem of finding help, however, it won't be wasting a 1-3m Dynamis run and spending a campaign op is a much lower opportunity cost, I imagine finding help would be easier.
Final drawback is the need to occupy and maintain control over the Northlands. I suggest a few things, first allow any allied faction to access Fait Lux so long as Altana controls the Northlands rather than just the nation occupying it. (There is no real reason to have players fighting themselves for control, when it’s the Shadowlord who is the enemy anyway) As far as gaining the Northlands in the first place a team of ~18 can easily steal the north, if every relic holder did this it would be ours very quickly and stay that way for a long time.
Obviously, its not 100% perfect but, one or both ideas I would think are preferred over the current option.
Sorry the post is so long, and if someone had this idea already sorry, I missed it. (just think of me restating an idea if that's the case)
Last edited by Zinato; 02-01-2012 at 10:04 AM.
Too complicated. Add the drop to NMs that can be killed by 3-6 people and increase the requirement to 20-30. Trial fixed.
↓ Trolling sapling ↓
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The problem with all Arch bosses is it mean you could in one Dynamis run do more then one probebly several. Unless you just mean the one boss in each zone, if that is the case all that would accomplish is making everyone seek the weakest one.
I'm sure someone will find fault in it but why not have the trial branch with the same rewards? (or even slightly different as i'll explain a lil further down)
branch 1:
The current 5 marrow/ 3 PW item / and void w/e (so then the people who started to gather early can be happy)
branch 2:
something solo or low-man that takes a 'long time' Ex: 5-10k kills with weapon (SE could even throw in a stipulation that doesnt allow you to get a stage 2 through this path, sortof like the fake empy's or something)
This would allow the marrows to still have value, and be the quicker path (given you have the support) to your relic and the people who can't or have a severe aversion to arch dynamis can slowly and safely work out their own upgrade.
Yes this will make it harder to get help on arch dynamis but in so far as i've seen nothing really promotes doing arch dynamis except changing his drops.
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