Or using buzz words like "Primal Fights"
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I agree with the OP, Sorry but that's my opinion, Rewards should equal the risk involved.
I played Guildwars 2 as well and trash have a chance to drop anything, or they did until gold farmers/speed runners exploited them 24/7, which in my eyes shouldn't nerf the rewards should just ban the exploiters instead.
Use this fix: http://forum.square-enix.com/ffxiv/t...=1#post1317112
What, you're saying there is anything not linear in the game at the moment? I struggle to see any non-linearity. Oh, wait, u have that what lvl30 dungeon (idk what level rly, lowbie dung) that you have 1 forking path, omg, the future is here now!
And yeah, if boss fights are designed good, people would perhaps enjoy them. I know I prefer a nice boss fight x100 times that has you engaged in the fight to the kill "mindnumbingly boring easymode trash mobs with 0 benefits or incentives to kill them" x10 times.
So all in all, it's not about entitlement imo, it's about fun.
A wise duck once said "Work smarter, not harder."
This is like saying, the game is bad because when you make a character at the start it's lvl 1, not lvl 50. ;o
The games economy is set up so that you require a crafting or gathering class to support your adventures. Just like in the real world, you have to work hard if you want to play hard.
In one hour of gathering I can make over 10,000 Gil that will supply repairs for days to come given that I'm not dying over and over and over which if that is your problem, change the people you run with, not the entire mechanic of the game.
Should monsters yield more than 1 Gil? Yes. No more than 20-25 Gil is reasonable and even over-rewarding.
Should monsters yield pink or even normal items? No. Monsters in the outside world already drop crafting materials. Dungeon monsters should only drop Gil.
Should monsters drop chests with perhaps rare mats? Maybe, if the drop rate was 0.05%
The game has all you need to sustain yourself. Pick up a crafting or gathering class an your money problems will be a thin of the past.
How many other games have you played where raids that contained mobs that dropped virtually nothing.
I mentioned FFXI's trash mobs earlier, in Dynamis, Limbus and Salvage. Keep that in mind.
Runes of Magic dungeons dropped CRAPTONS of gears and materials, and even recipe, ranging from common to rare, they also dropped medicines as well, and various other items. Most players collect these to make money.
Scarlet Blade dungeons actually had a chance of dropping rare gears (which are very valuable) and items, including stardust gems and slivers. All trash mobs dropped money at least, and occasionally potions and other consumables. In fact, Scarlet Blade (despite how horribly boring and unimaginative their dungeons are), actually gave us a reason to actually WANT to kill their trash mobs.
In fact, now that I think of it. FFXIV has been the only mmorpg that contains trash mobs that drop virtually nothing.
So based on the past experience, are you really going to keep trying to tell me I'm feeling entitled, or am I really driving my point home on how pointless the trash mob killing if there's no benefits out of it, when so many other mmorpgs actually give benefits for killing trash mobs.
And once again, killing trash mobs just to unlock the boss is not a benefit, nor should it be an incentive to kill em in the first place.
Bottomline: I'm not a big fan of speed runs, but I can see why people want to do speed runs. Wanna eliminate this? Give a better reason to kill trash mobs.
Id like to add that this is an issue all MMO's go through according to dev blogs. The battle between giving players what they want and making the game too easy is a never ending one.
This game however has put crafting and gathering to a tier of importance that I love because you can't live without it. This eliminates that battle entirely. Players who want everything given to them easier (pink loot on trash mobs, really? LOL) only serve to make the game boring and less rewarding as a whole. It serves to cater to the casual gamer, who is indefinitely looked down upon by anyone who dedicates themselves to a particular MMORPG (I'm not speaking of hardcore MMO players, I'm speaking of players who enjoy the challenge of a bustling economy where their crafts and materials are worth the time and effort to accumulate).
Please be wise and use what the game has plainly offered to you as a huge advantage: Disciples of The Land and of The Hand.
I do agree that crafting and gathering has become very important, and frankly, I feel SE should put more dependency on crafters/gathers than ever. Honestly, one of the biggest pet peeve I have about the quests is that many of them actually give you piece of gears that actually greatly reduce the value of crafters, and the fact that DL and better gears give little to no point in craftable gears (Save Heavy darksteel, Darksteel set, Gryphonskin set, and Vanya set, which most don't bother to do due to how expensive it is to be able to make these).