It is this way because the devs dont have the benefit of having the time to produce lots of content.
will it be any different at the release of 2.0 ?.. i dont think so.
suffice to say you should probably just play another game... a good one lol
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It is this way because the devs dont have the benefit of having the time to produce lots of content.
will it be any different at the release of 2.0 ?.. i dont think so.
suffice to say you should probably just play another game... a good one lol
Well it shouldn't all be like that, as that sort of environment isnt meant for everyone. Not all of us like to gamble, not all of us enjoy playing odds, and no matter how you slice it, you will lose more often than you will win. Its a rush for some ppl (myself included) but I also recognize that it is hell for most ppl. There should be a balance between luck-based content and guaranteed reward-based content. I think the token system that someone mentioned here (Garuda's current system) is a great great compromise between the two. But honestly i'd prefer that they have exclusively luck oriented content and exclusively guaranteed reward content. That way the prestige of luck-based items is still held up, and the difficulty of certain dungeons can be increased significantly in favor of guaranteed drops. There should be both types to appease all the gamers out there.
I think its just an issue for SE right now because jobs aren't quite balanced yet. Garuda was a good step in the right direction in terms of challenging content, so hopefully they build on that and deliver difficult fights/dungeons without the luck factor. Or at the very least, make the drop percentage more reasonable (10-30%)
tldr?...................
Agreed OP. I do not much like the direction this game is going in. If this is what FFXIV is going to be about...spamming crap with a chance at something that rewards luck not skill...then I don't think I will continue with it. I am waiting of course until 2.0 and have hopes that it will turn itself around. If not...bb heh.
I have a good feeling though they will turn it around with 2.0 :)
If Legendary weapons are rewards from getting lucky with drops instead of skill...hell to the no. I really enjoy using skill to obtain stuff in the games I play instead of getting lucky by doing something easy yet extremely tedious and boring. I refuse to do Hamlet Defense (It is stupid, sorry..more instanced stuff..not interested ><) and spamming CC and AV...it gets old..FAST.
The only issue with waiting on doing some of this content, is (To my knowledge) it's not guaranteed to be here after 2.0.
If it's not here after 2.0, this is the only time you may be able to get the equipment.
And, please do correct me if I'm wrong.
And so we should punish players that don't abuse exploits and/or class stacking since it will likely take them longer to complete the content the first time, cause once they finally do, the boss at the end of the dungeon isn't Miser's Mistress, it's the RNG, and there is NO strategy for beating him. My ls (the one Sol is in) was first on our server to clear Aurum Vale, we never stacked MNKs, our first 5 chest speedrun was with PLD WAR MNK DRG BRD WHM WHM BLM (every job is represented at least once). But when we complete content as it was intended 400+ times (w/ 300+ speedruns), the content goes stale really fast, I enjoyed the dungeon the first 200 times, but after that I felt betrayed. I personally don't have a SINGLE piece of DL (and I showed up for 99% of our runs - it was not out of lack of attendance), our ls hasn't seen a SINGLE body drop, not once. So yes, we want content that rewards skill rather than luck, that doesn't need to be beaten to death to see results. With that system in place, who can blame people for wanting to take the easy way out.
I'm holding my breath till 2.0 in the hopes that these are TEMPORARY (though admittedly poor) measures to prolong content, and not the ultimate direction Yoshi has in mind for FFXIV. Cause if this IS the course he has set for us post 2.0, there won't be anything keeping me here, and I really really WANT to like this game, but when almost EVERYTHING needs to be beaten into the ground in order to obtain said loot, and exploiters and PUGs that can clear the content w/ half as much effort by stacking particular classes, it makes it really hard for me to be motivated to "roll the dice" when every side of the die I'm rolling has Darkmatter etched on the side of it.
No. By all means, do the content over and over. I'm just saying that you can't blame the developers that you played the same content over and over in a matter of days. Why not take your time. If you don't want to constantly do the runs, then don't.
Sorry if I'm not clarifying this well. I meant that the people who rush through the game will always rush through the game, regardless of how much content there is. It was just an example. I myself am half way through my leves because I've just been spamming leves for the last few days. If I want to stop, I will. Those that don't want to stop will keep going. If the developers add more content, those that didn't stop won't stop and players like me will see something more to do later on.
Right. Each time you flip the coin, the odds remain the same for each individual flip. If you get 2 tails in a row, it doesn't increase the last 2 flips to be 100% heads. Meaning regardless of how many times you do Garuda, you aren't increasing your odds. So might as well take your time with it.
But I say all this in hopes that people realize that for now, those are just epeen items.
Getting stuff is fun. But you can't leave everything up to the developers to make it fun. If you push yourself too hard, it stops being fun and becomes a chore. Why not do a normal run every once in a while? God forbid you actually enjoy the journey instead of the destination.
But that's my point. I want to enjoy the journey. Making dungeons spamable with abysmally low drop rates is counterintuitive to that end.
I could only do a couple runs every other day to simulate the lockout, yes, but then it gets really old because of the abysmally low drop rate. Having a 1-3 day lockout with higher drop rates makes it so the dungeon doesn't become stale and people will still want to continue doing it because there's a decent chance at loot.