Good article, thanks for the link. I didn't know 1up did an interview, too.
Glad Yoshi-P realizes how screwed up RNG is and is taking steps against it.
That was an excellent interview. It really shows when the Interviewer has experience with a game because pertinent questions get answered. And also skillfully asked questions about current issues by leading them into 2.0 and beyond.
Also Cudos to Yoshi-P for being so up front in his answers.
The news about RNG. Drop rate are pretty excellent in my opinion. And the Class/Job/Multi job info is quite good aswell.
Also like that he said 3 party dungeons as opposed to 24 person party. Having 3 defined groups of people could lead to alot of interesting team work mechanics.
Honestly, while I definitely agree that the RNG of hamlet, etc. is a huge issue, I wouldn't mind it quite AS much if hamlet were actually remotely enjoyable. It's not fun/engaging, it's just more instanced garbage done in the worst way, and far from what most perceived it to be. Granted, different/new ideas do not mean they're bad, but I'm with the many that thought it would be more akin to an open-world besieged, or at least to the point where it doesn't require a group of 8 to do - similar to the imperial invasions outside of town.
I don't doubt thats how they would have liked to do it. But i'm sure the current engine and server structure didn't make that feasable. One of the big points Yoshi-P made in recent comments is the amount of people (and thus i'm sure, NPCs) that will be visable in the future will be MUCH higher. Which is absolutly needed for such a large scale battle.
And in part i think the snetiment you have adds to the RNG issue. I still would not be such a fan of high RNG use in drops for a progression type "quest" but to add that in with what is in the current form, less then exciting system only make the perception of the issue even worse.
Its one thing if its somewhat fun, and the RNG is a pain. But to have neither fun or progress is well, no fun at all.
No sarcasm here, I am asking a legitimate question because I actually want to know:
So by your description there is no such thing as a "good" casual player?
There is no such thing as 8 causals "that know how to play the classes" ?
There are no 'High dps' casual players?
I've done 150+ A.V. 5 chest speed runs with no body drops. That is broken.
2 HDL Body dropped tonight... Back to Back. Some1 tell me how that is a functional game mechanic.
Yes it was, and moeny that you easily got back by selling a portion of your currency which I counted as a standard part of every run, usually the ttl was ~150 with 50 paying for the run.
I didn't say it was, as we have no idea what it will take min or max to finish one there's no argument either way as yet. What I was saying was that most of the people that are interested in these things, the hardcore if you will, would put in the time, and in XI did.
I never asked for XI again, actually I've said a number of times that the last thing I want is XI again, I left XI for a new experience. I just want one with tangible rewards not all the best stuff is luck based. In fact didn't that post end with me saying I don't want XI or Dyna again, I just use them as an example?
Cause I said that after doing all this stuff you maybe get your item maybe not? That's overboard it strikes me as nail on the head, it's random so maybe fits. If you meant the part where I said 200 hrs time in and maybe you win maybe you don't? Again the random means that is the case, maybe you get it all in a day, maybe not. If that sounds better to you.
I think your taking some of these things and blowing them up in your head because you want to defend the way it is. That's fine, if you really believe this is the best it can be that's your opinion.
I, and we know I'm not alone, don't think that this was the best way to go. That's the only point that anyone here is trying to make, that random is not skill luck is not dedication and that it's flawed to say that this is going to take tons of skill and be difficult because you might get beat by a RNG and probably will a fair bit of the time.
A system that rewards time and effort not luck makes more sense for something like AF/Relic/Mythic. They should be knock down drag out quests, whether it require tons of farming in unique areas, killing certain "God" NMs, not sit in town and hope this one works.
If the only real argument that can be posed is that I use extreme numbers well, you've lost already, my extremes are real possibilties not anything less. Are they the extreme ends yes, but the extremes are often used to illustrate points, if it would make you feel better I can say that person A goes 1/1 and person B goes 1/22 not so extreme but the fact remains that people aren't rewarded equally for equal amounts put in, not even nearly equally. The Dyna example was meant to show that some variance through RNG is fine so long as people are getting near equal rewards/time. Assault is the epitome of this, rewarding equal performance with equal rewards every time.
Again though, I would never ask for easy, easy is boring, I would only ever ask that equal time/effort be rewarded equally. @5mil a weapon if you get yours 1/1 and I 1/6 I've spent 6x what you did for the same return, why? Is gambling really the system for relics, for NMs ok, BCNMs ok, Primals Ok, Raids with something dropping 100% doesn't matter what just 100% that something will ok. AF armor/weapons Relic armor/weapons should be daunting but not random I think.