That is just the way these types of games are. A lot of us can say the same about doing the original COP and other stuff as well. My ls has taken returners etc back through clears, and it can be hard to get people to help. I wish the ticketing was implemented this update though, I don't care how they do it. It is ridiculous the way certain people get body over body drops and I am like 0/2000 on any decent drop. I almost believe it is IP based.
Sounds good, the ultimate goal is meteor for 1M gil. Will this affect dross/cinder availability ? I hope so.
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
These changes seem good. I look foward to them. I actually like the fact SE is noticing people aren't always able to have 18 people to defeat the mobs. It should be doable with less.
Thank you, awesome changes it seems, keep up the good work on focusing on contents that is accessible and enjoyable and not locking out the majority of the players to be able to experience it. Thanks again!! Very much needed, and great to hear these amazing things coming in the next update.
So this whole buy an item to force weakness, this going to be like those special items from CoP, Snoll Tzar fight, Ultima/Omega airship fight type items that can force weakness's?
Also i would like to know if the dev team have revised their vision for the ticket system yet, last i heard your concept of a ticket system was half baked.
Edit: funny just as we predicted after dealing with their crappy vision for VW thus far it becomes such a big deal that they make semi reasonable refinements, its like when you beat a dog by kicking it with steel toe boots for 365 days then deciding you're just going to spank him with an open palm instead.
Last edited by Nala; 05-11-2012 at 03:11 PM.
To be fair, they have mentioned before that they will lower the “difficulty” level for new content after a while so making Voidwatch more accessible, or rather doable, was to be expected.
...or so the legend says.
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