Yes, lets continue our whinings and crying and how entitled we are to devs response asap before we quit.
Yes, lets continue our whinings and crying and how entitled we are to devs response asap before we quit.
(I use the word hard not to describe challenging but also time consuming/repetitive)
Getting Iffy drops was hard, then it became easier with totems.
Getting Moogle drops was hard, then it became easier with charms.
Garuda drops is easy, with guaranteed drop rate.
Hamlet Defense works on a multiplier: Level 1 through 5 will give you 1x to 5x bonus.
Getting 60k gold chest now is hard, but.... it will become easier.
There is a trend here:
Stuff starts off as 'hard' to get, then overtime becomes 'easier'. Therefore the 'full-time dedicated' adventurer can start right away and get an advantage over the casual player who does not progress as much. But after a while, the casual player can get a better chance of progression.
Therefore, the only *REAL* arguments I would defend here are:
-- Hamlet Defense Seal - It is challenging to get the 60k chest, but after level 3 or 4 it should be really easy and seals should be more common. And as everyone in the party only needs *THREE* per hamlet, then it should be even easier for one to get it. (Since this will happen, no real argument here)
-- CC/AV Chest Drops - The drop rate is rather poor. Hopefully in time (months?) from now the system will be updated to increase the drop rate (perhaps buy a key item that increases the rate, or find the chest in other dungeons, or becomes a drop item from one of the critters). There is nothing holding them back from adding this, and perhaps they will. This is a supported argument and suggestion.
-- Double Meld Rates - I can not in good faith support a system where attaching a second materia to an item is based on pure luck. This is illogical, not at all fun, and does not add any gameplay value. If they wish to keep luck involved, I may support a system where the materia being attached is lost, but not an 'all or nothing' system. Therefore this is a valid game mechanic to argue for reform upon.
Hopefully, instead of just wild-eyed ranting, if we focus our concerns on specific points we may be able to yield better results.
Thank you.
They aren't going to raise the Hamlet level anytime soon. That would up the mobs to the lvl60+ range.
Everything else is not that difficult, the AV/CC shit just kills any and all motivation.
It would be interesting if they allowed level 5 and the mobs therein were so difficult no one could possibly win the battle.
That being said, yes, level 3 battle may be harder to level 2, however my original emphasis was that there would be greater latitutde in the stragey used. This makes it 'easier'. I would not be surprised if a level is reached where you could easily go in with just DoW and DoM and blow everything up, get only 15k but still score a gold chest due to multipliers.
I see lots of DoW/DoM groups exiting dead all the time; I imagine it must be more difficult than just the DoL/DoH method. So it might be easier to just do the same thing as always even against higher level mobs.
Problem I have with hamlets for this is that its boring; dreadfully so. Can't push yourself to do more DPS or beat LS members in a MM fight etc. Its turn in red, turn in red, turn in red... kite boss, kite boss, kite boss... for 20-25m straight.
Rewards are sorta lame besides for pants which have a 1% drop rate it seems, just like DL body. We'll do them but I just wanna pound my head on a wall.
At least even if MM item is uber low drop rate at least its more entertaining than hamlets D:
itl get mixed up a bit more when you get higher
youll still want a crafter doing the attack buff
gatherer on debuff
but you wont have to kite....you can already get 40k without kiting, so it stands to reason with a higher multiplier that 40k becomes 60k, so you wont need a 20-25 minute fight, you can do it in 12-13 instead. and perhaps even add more dds to the mix in general
itl be a wait and see thing on how it all works out, we actualy need the higher rank in first, but ive been thinking alot about what can differ when it happens to still pull off the score
I'm pretty surprised about melding materia though ,
I don't know if it's just my feeling or is it really is but
I've came across many people that double meld for DRG , BLM , MNK weapon
and success in the first try
so I kinda feel like it's easier to meld in these weapons than in other stuff ,
even though my bow is on the third try
and my friend's axe in the second try
-----------------------------------------------
If talk about how much does it cost me it's only about 1M though
( harden sap , coke , Spruce lumber+1 )
Darksteel ore+1 is kinda easy to dig up (easier than gold ore+1 for me),
so it's not gonna cost much and make you suffer
if you can find the materials and materias yourself
Melding and crafting parts is not really the problem in this quest
I'm not finish with the seals from hamlet yet but I've progress everyday
Even that seals not drop on me but I can count for the day I'll get it all done
(if 60k hamlet point confirm for every run)
but yes if you have a static group for hamlet and set rules for seals drop
then it's not gonna take so long ( Lucky enough 2 weeks , bad luck 1 month)
IMO the real deal is finding that mythril or whatever piece in AV/CC
since their is not much info on it yet
Cheer up guys it's not that hard
Well stated.
Ideally, Square would've designed out a well-written Relic Weapon Quest / Story, with beautiful Cinematics, memorable Villains / Enemies, and provided interesting Boss / NM Battles that challenged each Job / Player along the way. Something with the excellent Cinematography of Chains of Promathea (and even some of the newest XIV Cinematics in the new main quests being added with Cid & the Garlean Empire, etc.), while also giving us new, interesting Boss Fights.
IMHO, the actual design ideas and fights for Original Batraal (before nerf), Ifrit, Good King Moggle Mog, Garlean Empire Transmitter, Garuda all show promise and some interesting Boss Fight mechanics. We just needed more of these incorporated into the Relic Quest instead of what we actually have:
Spamming Random Number Generator content that is more about rolling the dice than anything else. :(
I still think the drop rate for Hamlet Defense is crappy and would rather have a system of Measurable Progress with each Victory, though.
I hope we see some changes before 2.0 hits.
We're around 100 runs finished now with 800 combined individual chests and I was the only person to get a Mythril. Everyone else has played 6 days for many hours each day and received nothing. We've tried doing things to improve drop rate but nothing seems to work.
As it stands for our group:
Me 1/100 = 1%
Everyone else 0/100 = 0%
Entire PT 1/800 = 0.125% drop rate
I wouldn't mind it taking ages to get a relic weapon if there was at least some way to see that I was really making progress on it. I hate repeating content over and over and getting nothing in return. I'm not even gonna bother with relics if they don't change it.
Can we get a dev response if this abysmal drop rate for AV/CC is intended or not? Even a browser MMO could get a faster response than this.
I've speculated this as well.
The developers purposely made the drop rate so impossibly small without being non-existent to keep players from finishing the relic weapon content this early. I mean look around, there seems to be quite a bit of people already on the AV/CC chest step; it's like the developer's last defense @ keeping people from finishing it before "they are ready for people to." I mean it's not very tactful on their part, but down the road (not sure how far) I can see them making an update or something saying "increased drop rate on Miser's Mythril, etc." when they feel like they've added other content to keep people busy as a way of "realistically allowing" players to finish the current relic weapon tasks.
It wouldn't suprise me anyway. This whole relic quest just seems more like some sort of placebo task meant to buy the developers time to make more content without the players totally finishing everything from the last patch.
Or there are sneaky hidden conditions that haven't been figured out to increase drop.
People thought seal drop rate was 1% until 50k+ runs were discovered.
Buuuut probably not. Would be nice if this was addressed by the devs..
2/102 runs now.
Try it under 17 minutes
http://forum.square-enix.com/ffxiv/t...l=1#post729526
Lol they wont stop crying, 17min TA is tough and possibly not doable for most, they will come and say bla bla encourage class stacking bla bla SE stupid design bla bla.