Hi Bayohne (and Yoshida-san),
Thanks for the clarification and update.
We'll probably know a lot more when you finally have the official Lodestone Update on 2.0's Loot / Reward System, but I wanted to bring up a concern that some have mentioned, and suggestions to alleviate it:
* Concern *
- By limiting Players to be able to only cast lots on "Rare Items" 3 or 4 times per week, it could limit their motivation to want to go back and try that content (Raid / Dungeon / Boss Fight) when they finished their 3 or 4 tries. After all, why would they want to go back to "New Dungeon A" in 2.0, if they were out of their 3 or 4 lot attempts?
One solution would be something Square actually implemented in their previous online RPG, and something we saw a little bit of early on with the World NMs (Uraeus, Dodore, etc.):
* Solution *
- Please consider adding additional *Categories* of Items that can drop from Raids / NMs that *don't* count towards the 3 or 4 Lot Chances for "Rare Items." Examples include
- Rare Materials: So besides "Rare Items" (like Darklight), have Endgame Content drop Rare Materials that are part of a Synth, e.g., Astral Lumber, or Damascus Ingots, etc.
- Unique / Untradeable Special Items: Like the "Cursed Gear" idea and getting "Abjurations" or "Attestations of Might / Justice" etc., you could have Raids drop Special Items that you need to augment and alter gear, which would be another incentive for players to try the dungeon again.
- Primal Totems: Currently getting Inferno Tapers (for Ifrit) or Unmarked Keystones (for Moogle) are gotten off many generic mobs. Perhaps for Titan or Leviathan or Shiva, etc., you could get the Primal Tapers you need by doing certain Dungeons (completing them) (but needing a fewer amount of them), or that you'd get a Packet of 10 of them (like getting 10 Unmarked Keystones when you kill one of the NMs near Moogle) from a Dungeon.
- "One Use" Key Items to Spawn OTHER Bosses / Dungeons: Just like getting the Seal of Byakko, Seal of Suzaku, etc. in Final Fantasy XI, you could get a special Key Item for clearing a Boss Encounter / Dungeon / NM, that you'd need to gain access to a different Boss Fight / Dungeon.
- "Other" "Good" Dungeon Drops that Don't Count as "Rare": There are some good pieces of equipment in the current dungeons that aren't as good as Darklight (or as rare), but they're nice pieces to have. Yoshida-san should keep these as other incentives for players to go through dungeons, and these should *not* count towards your 3 or 4 Times to Lot per week. Stuff like:
- Pince-Nez
- Explorer's Bandanna
- Mages Halfgloves
- Veteran's Field Belt
- Stonewall Earrings
Ultimately, it feels like the current Dungeons and Raids gave away too many items in completed form, wasting the opportunity to incentivize players and make new content last longer.
If in 2.0 / ARR, you had other Categories of Items that could drop from Raids that *don't* count towards your 3 or 4 Times per Week to Lot, I think that would solve the problem some of us are worried about
:
That once you use up your 3 or 4 tries per week, you'd never want to go back into that Dungeon / Fight (unless you were helping your LS or friend).
By adding stuff like Rare Materials (like Uraeus Skin, or rare Astral Lumber, Ingot, etc.) that can only be gotten from that Raid / NM / Fight, and if that didn't count towards your 3 or 4 lots, then I could see this new system not being a problem.
People would still want to go back to that "New Dungeon A" even if they used up their chances on "Darklight" (Rare Gear), to try for other Items (like those listed above - Rare Materials, Special Augmenting Key Items, Rare Totems, etc.).
So you could have completed Rare / Valuable Items, and have items that require Rare Materials, involving Crafters and Disciples of War/Magic in 2.0, and bringing back incentive to go back through a New Dungeon, even if you've used up your 3 or 4 Lots per Week (to try for other stuff).
Thanks!