Again you miss the point that it is not about competition. That's already why you Olympic games comparison failed. Just because someone gets gold here does not mean that it precludes others from getting it as well. About the pool thing..
You misunderstood what I meant, although I admit my wording was ambiguous. I forgot we were talking about the OP's idea and was talking about skill requirements in general. What I meant was that the elite pool should also be accessible to casual players, not that every reward should drop off every difficulty level. As in, every casual should be able to work up to that and be able to clear it with practice and patience.
What do you mean by natural skill limit? Are you saying some people are so bad that they can't improve to a point that they'd be useful to a group? If that's true I've yet to meet someone like that and I've met a lot of people. Unless, of course, you're talking about someone with a mental disability, but if you think the game should be designed around them I'm done arguing with you.
And even back then I said why that was a bad example. First of all, whether I get a relic in two or four months makes no difference to me. I'm not in a rush. I play this game casually, it's a pastime. Secondly, it does not even require any skills at all, because you can just make the money from other sources that require less skill and give more money (like FC parties, for example). I never farmed Dyna at all and I have a relic too, and I got it faster than most Dynamis farmers.
Because money is not what I'm looking for. It's compensation for my time and effort, not a reward. I don't look forward to do a job for the money, I do it begrudgingly waiting to get paid. That's the first reason why it doesn't compare to this situation.
The second is that it's not about "more" or "less" rewarding, but about the kind of reward. I never argued that it isn't "more" rewarding, but I told you specifically that that wasn't what I was looking for. It's about quality over quantity. Skill should be rewarded in an unique way, not just more of the same. Why doesn't every event just reward us moat carps, more or less depending on the difficulty. And we could rank items and make them redeemable with a certain number of carps. That's essentially what you're suggesting.
That's exactly why you shouldn't be making these kinds of accusations. Pointless throwing around claims that you can't back up at all.
We don't agree, and I don't think you understood what I meant. You're suggesting:
Tier 1: 10% drop rate of desired item (noobs go here)
Tier 2: 50% drop rate of desired item (made for average people)
Tier 3: 100% drop rate of desired item (made for the elitist scum)
What I'm suggesting is the following:
Tier 1: 100% drop rate of LQ item (requires attendance)
Tier 2: 100% drop rate of NQ item (requires patience and strategy)
Tier 3: 100% drop rate of HQ item (requires preparation, coordination and effort)
The reason why you assume my idea is bad is because you think some people will never be able to complete tier 3. Why do you say that? Have you seen the T3 already, even though it's just in my head so far? How can you qualify that statement without knowing the actual difficulty?
I already told why one bad player is no reason this wouldn't work: because the group can even it out. I already said it should not require perfect gear. I also said it should not be unforgiving (like Legion currently is because of the time limit). No one mistake should kill the run. It should be something that's accessible and possible to beat even with average players if they play well. Sure, they wouldn't be able to clear it every time, but I see no issue with that (and neither do you, because that's precisely your argument).
When I say it should reward skill you jumped at the conclusion that it should be absolutely impossible to beat if you don't do everything perfectly, all the time. That was an assumption on your part. I told you what seems like a million times by now that I don't want to exclude anyone from getting a shot at the win. Only that it should require effort. It's ok to completely wipe the first ten attempts. Make smaller rewards along the way. Like Legion when clearing the first wave. That way a group can watch their own progress as they build their skills and gain practice in that event. That is how people learn to play better, and it's the only way.
A constant stream of mediocre content will not produce skilled players, no matter their potential.
Wrong. Again. I told you many times before, in this very thread, that I do like the current system. I am happy with the way the game is right now. Unlike you, it would seem, because currently it's already the way I suggested it, only without the different difficulty levels. Instead there's content exclusively catered to high-level players. What I'm basically suggesting is to introduce lower difficulty Legion tiers which people could use to gain skill and experience in that particular event, because right now it's designed to exclude untrained/inexperienced players. And that's not because it's insanely difficult, but because it's expensive and unforgiving, which means people don't get the chance to just go in and get experience with it, they don't get to improve with practice at all. They either have a high-level group to tackle the content with already or they don't. That's what this suggestion would remedy.


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