i hate to say it, but MMO endgames are ALL about repetetiveness, so its not something that can easily be fixed....
I am sure SE can put 10 new dungeons with each patch in v2.0 ^^
I don't mean to stir the pot, guys. But is a 17 min speed run of AV possible with a party that has every job present? Or is the only way to get it hopping around from one job to another to another for different bosses?
Don't get me wrong, I have every battle class at 50 and I will be hopping to whatever job needed to get this done when it is time. BUT, it seems against the spirit of the entire quest to be forced to level MNK to get your PLD relic weapon. Or to be forced to level every job to get one job's relic weapon.
It seems that what we are missing is the fact that a DRG relic weapon quest should be tailored around completing content on DRG.
I know alot of people will say "But you can take a dragoon and finish stuff just fine. I do it all the time on my LS [etc,etc]" but the fact of the matter remains that you cannot play in a full relic-unlocking party without several (or most) people shunning the very job whose relic they are unlocking.
This seems inherently flawed.
Like I said, I'll do what needs to be done to take care of biz, but most people wouldn't be arguing as much as they are if SE would have implemented more job-specific stuff instead of full party of monk, full party of blackmage stuff.
Most likely we'll see some of that going on later, possibly a fight with your unlocked relic weapon being used in order to unlock it, but it is a shame that it can't be integrated into more steps in the process.
Alternatively you can still do non-17min speedrun with every class and still have chance at the item.
My inherent issue with your argument is that I feel like people use 'class stacking' much too loosely. Every instance is going to have that specific type of class setup that works best, or is most preferable by players. The good thing is that you can pretty much do all the content available with almost any setup at still be successful (if not as efficient as certain setups).
That aside, I agree. It would be really fun to have different instances/bosses to kill for every weapon, each of which is altered to be ever so slightly more efficient on said weapon's corresponding job. Obv., though, right now they can't exactly do that, and the team is sort of falling back on older content to fill in the gaps that can't be filled in until 2.0. But yeah, I'd be more than happy to see that sort of balancing and depth in the game in the future.
I'm not opposed to speed runs myself, and I agree that they are a way of showing skill, like I said earlier(http://forum.square-enix.com/ffxiv/t...l=1#post730035) speed can certainly be a measure and should be rewardable.
The problem I've always seen with speed runs is that it reinforces class stacking and single successful strategies. You get back into that whole area where your not taking [job] because it doesn't do well in a speed run. This leads to exclusionary content not based on how good you are or aren't at a job but instead on what you 'want' to play as, telling the die hard PLD they can't go along because PLD sucks for [content] speed runs is like SE saying "We made this content intentionally exclusive to these classes/jobs because we don't really care about the others."
I know that's not the intent but it is the end result. Finding other ways to make a raid doable without using only speed as a bonus factor, so like someone else mentioned endurance runs, where instead of racing through you have to kill everything to spawn extra mobs that have to be killed in order to unlock a secondary boss that also has to be killed to get a bonus chest. Of course making these all delayed time so that if you clear a room in 3 mins or 8 mins it still doesn't pop the next wave of mobs until the 10 min mark removing speed running from the dungeon for those that don't want to. While you can bolt past the rooms and if you clear the dungeon in <[some time] you get the same bonus chest as the endurance run party.
The flaw with a system like this in our current setup is the delay for reentry. Because we can enter 15 mins after clear no one would want to do endurance runs given the choice since it would be less efficient. Having a change in the reentry req's, say "On success you must still wait until the raids timer would have run out +15 minutes." So that regardless of the time it takes a group to clear if you clear you still can't reenter until the normal timer would expire, a 1 hour timelimit dungeon on success would require a wait of 1 hour 15 mintues from the time of entry on success. Completely balanced playing field, speed runners get to speed run, endurance runners get to do endurance, everyone has the potential for the same rewards, based on skill; speed for full clear in <[time], slaughter for defeating >#[waves] in each section, endurance for surviving against progressively stronger enemies for an amount of time in each section.
Ok guys, focus. Focus on what i'm saying.
I'm not saying that you can't progress for each person's relic at the same time. I'm saying that you cannot progress for each person's relic on the job you are getting the relic on.
This means that half your party is DoLing or DoHing in order to get a relic weapon. Or half your party is monk-ing to get non-monk relic weapons.
I'm saying that it would have been true to the immersion? storyline? plot? spirit of the quest? to encourage players to complete their relic weapon quests on the jobs they are getting their relic for.
I'm not saying you guys are bad people for not doing that. lol I'm saying the game designers are lazy for not coming up with a way to do it this way.
and technically they aren't real weapons, just pixels on my TV screen. ok, i concede.
THIS.
This will shut up the people defending the system, or it should. Until I see a <17 min video of a full job party... well I'll hold my breath for a very long time. SE is basically honoring class/job stacking at this point. I will cry the day that they get rid of this speed run bullsh*t and luck type crap. No one wants it, or not to the extreme XIV takes it.
Like I said numerous times, you should have been required to kill stuff (like all three primals) with the class specific weapon on the job you are doing it for. Or be required to do specifc actions in combat against bosses. Not totally change to a different job >.>
Naw, next thing they gonna complain is no people to do Garuda with.
Can never take the community seriously, at least the @ssholes that take part in these forums. I waste my time with them >.>
Share your opinion on something that's not a zerg fest, skipping half the content, or class/job stacking... and you get hit in the face with it.
I do see your point. The fact of the matter is that this game's structure is still really messed up right now and won't truly be resolved till 2.0. Right now, the game is definitely more job oriented than gear oriented due to the harsh conditions of the dungeons that just make jobs like BLM more convenient and better at getting that 17 minute speed run. I do have faith SE will switch things around in 2.0 and make it a fair playground without the influence to stack jobs. Judging a person by skill and gear before what job they are. I say just deal with what it is now, and see what 2.0 will be able to pull off.
BECAUSE THEY ALREADY SAID THEY WOULD LOOK INTO CHANGING THE SYSTEM AFTER 2.0!!!!!!! Wait, wait, I am sorry, no yelling. I just get worked up after sounding like a broken record a million times. They haven't responded because this isn't even on there radar right now. WHen asked in an interview about this very topic, Yoshi said they will look at changing this system and the drop rate AFTER 2.0 launches. Thats why they haven't responded, because the man himself already has.
1UP: A couple things in the game right now that seem to be, as Final Fantasy XI players might say, are "haunted by the ghost of Tanaka." For example, the Relic weapon quests that were just added yesterday seem to rely very heavily on luck. And this kind of thing is really discouraging to a lot of players. An element of luck is okay, but effort is more important. And there's always the thought that, yeah, if I do this enough times, I might get lucky and get it, but there's always the fear that they won't. Especially after the Ifrit and other boss battles. I know people say that they fought 75 times and they haven't gotten a weapon yet, and they're just really frustrated, and they're upset to see that same thing happening in other systems. So are there any plans to adjust the luck/effort balance of high-level content in the future?
NY: We can tell you that at version 2.0, a lot of things are going to be changing in this aspect. For example, like a token type of system, where if you do it enough times, you're going to get rewarded for doing it that many times. We also have something else prepared as well that's going to address this... we can't talk about it now, but we have many things in place that will address that issue.
And the other thing being that, the real need for the Need, Greed, and Pass type of system when things get dropped, things that are pretty much a global standard that we haven't achieved yet on Final Fantasy XIV. We understand that we have those problems, but with the current system, we can't address them. But we will be able to address them in 2.0 with the new system and the new engines. And so you can go back and tell the community that, come 2.0, we will actually have that global standard and you won't have to worry as much about these types of things. But again, that doesn't mean we're going to forget about our current version players. We're going to listen to the voices of the players, look at the forums, adjust drop rates to reduce as much stress as possible for the players so they can experience this grand finale, the Seventh Umbral Era story, that ushers in 2.0.
1UP: Thanks so much for your time, Yoshida-san.
Found here:
http://www.1up.com/features/ffxiv-in...nix-fallen-mmo
Can we drop this now please?
I just heard in game that some people say about this rumor
"It didn't really have to Speed Run 5 Chest within 17 mins to get 100% drop
You can skip almost everything to just 17 mins and it will drop"
for the information still needed confirm
Curious if people have been trying for this and falling short by a min or more but still <20 mins if there are tiers?
Example: <17 mins = 100%
<18 mins = 50%
<20 mins = 25%
Drop are generated server side and drop rules are located server side as well. The condition "if time < X minutes then" is operated by the server only. Looking into DAT wouldn't help at all (unless there would be an achievement for it or something similar.)
I don't even think that loot table are available in DATs. So drop rate & conditions? No way.
Guess that answers that.
I can see more raging about having to fight Garuda (on your weapons class) than the RNG raging that exists now. Maybe 5% of the people with Garuda achievement can even kill it w/o BLM burning.
Though I guess with it nearly forcing you to 17m AV that 95% might be weeded out anyways.
I think the materia prices are going to drop back down a bit now as people realize that those 2 steps might be impossible for them.
Off Topic
This 17min 5 chest - 100% drop stuff just made me wonder...
If SE even has system in like for Ifrit clear under 4 min or 5min no death rewarding 50% drop since I know really quick runs we did we saw more weapons/totem drops compared to slow ones.... same goes for DarkLight gear......
But then again....it's SE... they probably just did this for AF weapons and didn't bother going back to older stuff to add hidden features like this.... would be sweet imo... harder to accomplish but gives little bit more light on those super low drop rate stuff...
anyways CC items next...
For CC it's same deal
http://lodestone.finalfantasyxiv.com...entry?e=383244
Good luck :)Quote:
16分踏破+5箱で全員に出現を確認しました。
恐らくオーラムと同じく特定のタイム以下(オーラムと同じなら17分)+5箱が条件だと思われます。
Cleared it in 16min with 5 chest and confirmed everyone got the item.
Most likely the requirement is same as AV which is under certain time (If same with AV then 17min) +5 chest