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  1. #1
    Player
    AzuraSin's Avatar
    Join Date
    Jul 2012
    Location
    Ul'dah
    Posts
    72
    Character
    India Paleale
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Iskander View Post
    A game should not be modeled after real world.
    I see your point but I disagree slightly. The reason it's modeled this way is because people don't get a feeling of accomplishment from "relaxing." Dungeons and battles are supposed to be exciting and fun as well as rewarding; without the reward aspect there's no point to doing any of this.

    Quote Originally Posted by Iskander View Post
    If the cost of running a dungeon is less than the reward of completion, there is a problem.
    I disagree with this statement entirely. Can you please tell me why there is a problem to be required to do other things in-game to cover your dungeon running expenses?
    (0)

  2. #2
    Player
    TrystWildkey's Avatar
    Join Date
    Oct 2011
    Location
    Till Sea Swallows All! Arrr
    Posts
    759
    Character
    Tryst Wildkey
    World
    Durandal
    Main Class
    Weaver Lv 50
    Quote Originally Posted by AzuraSin View Post
    Can you please tell me why there is a problem to be required to do other things in-game to cover your dungeon running expenses?
    I can agree with you to a small extent. The problem *right now* with doing other things to cover dungeon expenses, is that it takes so much longer to do those 'other things.' No one wants to spend a majority of their available play time farming gil (via one method or another) just so they can spend less time doing the dungeon runs that they actually *want* to do. I think even a 50/50 split would be a bit much for a lot of players. Farm gil for 2 hours, just to afford 2 hours of dungeon runs, I'm a filthy casual and even I think that's too much.
    (3)
    Everyone thought paid retainers and fantasia would be the end of it.
    You were warned.
    Cash shop in, TrystWildkey out.

  3. #3
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    (I made a post but it seems to have not posted...) Just on issue of repairs and economy.

    Repair costs v Dungeons are a major issue. Just look at SWTOR for example where players turn into morons disbanding after 1 or 2 mobs because they don't want to risk dying partying with the lesser skilled. Players don't want repair costs of 100k+ a week. Even in Version 1, dark matter was always a conciliation prize so you at least broke even.


    As an aside, some gilsinks are ok like AH tax. But others will dictate enjoyability of the game. Repair costs is such. To be honest, repairs should be changed from the negative connotation to a more positive thing. It is like Surplus XP all over again. Rather than forcing to repair gear, we should be actively wanting crafters to insert dark matter as a form of a variety of temporary "enchantment". It would come over a lot better to the playerbase.
    (4)

  4. #4
    Player
    TommySmiles's Avatar
    Join Date
    Aug 2013
    Posts
    22
    Character
    Tommy Smiles
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by AzuraSin View Post
    I see your point but I disagree slightly. The reason it's modeled this way is because people don't get a feeling of accomplishment from "relaxing." Dungeons and battles are supposed to be exciting and fun as well as rewarding; without the reward aspect there's no point to doing any of this.



    I disagree with this statement entirely. Can you please tell me why there is a problem to be required to do other things in-game to cover your dungeon running expenses?
    Because I have a real job and I don't have 60 hours a week to sink into this game. I want to spend the time I have to play doing what I want. Why can't you sustain yourself doing dungeons? I'm not going to grind up a craft or gathering job to 50 just so that I can go through a dungeon.

    Bottom line: I shouldn't be forced into doing crafts/gathering.
    (5)

  5. #5
    Player
    Aixa's Avatar
    Join Date
    Aug 2013
    Posts
    53
    Character
    Aixa Ravenpaw
    World
    Faerie
    Main Class
    Ninja Lv 59
    Quote Originally Posted by TommySmiles View Post
    Because I have a real job and I don't have 60 hours a week to sink into this game. I want to spend the time I have to play doing what I want. Why can't you sustain yourself doing dungeons? I'm not going to grind up a craft or gathering job to 50 just so that I can go through a dungeon.

    Bottom line: I shouldn't be forced into doing crafts/gathering.
    You dont need to do crafts and gathering, theres a healthy demand for battle classes to kill monsters for their drops but only a few are interacting with people enough to know what is desired and whats not.
    (0)

  6. #6
    Player
    Iskander's Avatar
    Join Date
    Aug 2013
    Posts
    277
    Character
    Iskander Ionius
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by AzuraSin View Post
    I see your point but I disagree slightly. The reason it's modeled this way is because people don't get a feeling of accomplishment from "relaxing." Dungeons and battles are supposed to be exciting and fun as well as rewarding; without the reward aspect there's no point to doing any of this.
    There are plenty of accomplishments and rewarding experiences in the game. Such as being able to survive Titan Hard Mode or getting to Binding Coil. Having to mine 5000 items+ in every item just to get what I believe is the only blue pickaxe currently in the game for Miner. Saying that there is no reward without a game being modeled after rl is folly.


    Quote Originally Posted by AzuraSin View Post
    I disagree with this statement entirely. Can you please tell me why there is a problem to be required to do other things in-game to cover your dungeon running expenses?
    Well for starters, we are going to remove the AH from the explanation, as the topic is economy money, not player transactions.

    Player X has 4k gil in their pocket. This is after their 12 hr leves. They are high up in the lv 50 chart, so with decently damaged gear, it can cost around 2k to repair. Completely broken gear; 4k. They spend several hours gathering and are able to sell their gathers to a vendor for 500gil. If they dungeon, they may get 500gil for completion. That's a total of 1k gil. If they need to repair, they are looking at cutting into what little money they have. They will most likely be running everywhere, and La Noscea will be completely empty save new players since its completely sectioned off by ferry only transportation (meaning you can't just walk there, you have to pay to enter La Noscea).

    Now, lets say the dev's make it so that a dungeon will reward the player with the cost of running said dungeon. So it costs 2-4k to repair your gear, and the dungeon run will make sure that those fees are taken care of. You are still not making a profit by running dungeons. You will still have people gathering/crafting/leves/fates/etc to make profit. However, making dungeon reward you with enough gil to break even allows players to not always be playing catch up and actually be able to enjoy the game.
    (5)