If people didn't provide feedback the game won't change and will we get the same shit over and over.
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If people didn't provide feedback the game won't change and will we get the same shit over and over.
I think this is a sitaution that was partially created by the playerbase. We consistently asked for a raise in the cap, and now we've got to put in more effort, thus creating more burnout, to reach the new cap. It's nice to get to the gear faster, but it hurts us because we feel the grind nearly two-fold to what we felt it back in the 2.X series.
I also think it's because SE reduced us from 3 dungeons to 2 dungeons. At least with 3, there was artificial variety. You would have less chances of spamming the same content multiple days in the row.
If they want this system to work, I hope they invest into making some more interesting dungeons, and return to the 3 dungeon model. Maybe increase rewards to make it easier to cap, though that one is questionable.
I love this game alot, never regret picking it up. I do not mind grinding for tomes, as I can see the good (but also the bad) behind such a system. But not everyone will enjoy it in the long run, some of my friends are getting tired of it. I played ragnarok years back for about maybe a good whole 7years at a much younger age.
I will quote this from someone "RO has always been a sort of harsh game for players to pick up and play, but it’s a freedom that you don’t see much these days. The modern MMO is a treadmill of goto’s and do-this’, and for it’s grinding leveling gameplay, my experience with Ragnarok and how I play it, even how I build my character is always different from the next guy, which is something the modern MMO doesn’t give you".
This was quoted from doddler before he left RO. He is very accurate on this, most MMO seems to take the good traits of many others, improve it and make it work, and after it has become a success most game to the same formula. Like how most Korean MMO adopt similar RNG cash shop items in maple only to cause them their death.
I think that SE is very focused on making the game fun for short periods of time since that is where the money is at.
You can see this with how they keep adding new content but not maintain them - they said themselves that they would rather create new content than update and protect old content from rotting.
As a result, many players that can put more hours in cannot get anything more out. So they added timesinks like relic quests. But those timesinks are like band aid fixes - the content is made to last long artificially. (Naturally long content would be like well designed pseudo-random dungeons, intelligent boss AI, player created content etc.). Those players are becoming aware and getting tired of it.
But as long as that statement stays, nothing will change.
I wish I knew what you are talking about in regards to FFXI cause I haven't played it. This is the first time I'm actually capping my tomes and midas stuff but I can already feel that it's getting stale (actually not the midas stuff just the dungeon grind), even more so because the dungeons aren't scaling you down enough to make it a little interesting. It just feels like some kind of buffet, here have some mobs, oh, they're dead? Here have some more mobs and while you're at it why don't you just pull the whole dungeon (not that that is possible).
Please suggest a better system.
The current system has a cap, but high income of lore tomestones.
So lets say theres no cap...
People would grind them all out for their main class day 1, and then maybe grind for their alt classes the next week. What happens? -> Burnt out very easily.
What if tomestone armors/accessories isnt the highest ilvl gear outside of savage? Lets say it drops from a primal like seph ex (but another primal) That could be good, similar design to seph ex weapons.
But not EVERYONE can access them.
Diadem was another alternate system. People hated it.
So you see alternate systems aren't casual friendly.