Here is the problem I have with this example: You are using the "Kraken Club" as your example of challenge equaling to the reward, but no one has told me anything about the difficulty of the BCNM that was fought to attain it. How hard was it? Really?Usefulness of the Kraken Club made it valuable.
Rarity of Kraken Club made it valuable.
The challenge of the BCNM increased the risk of doing it, which is necessary to have if you want to earn as good an item as the Kraken Club and maintain proper risk vs reward balance.
Hard content should be rewarded with good items.
Good items should have to be earned through effort and skill.
I did go back some post up.
And will add that getting the item to gain access to the BCNMs was a grind too so that added to the value of the items obtained in them. But to be fair not the point of your question, just read my post up.
Edit: here made it easier for you:
Maybe they were, that is not the point. I don't think anyone here suggested that FFXI was perfect and without flaw. Those BCNMs could have been dungeons (like the ones being put in FFXIV) and since the challenge would have been greater and the effort to go through longer and greater, the drop could have been more frequent.
So yes you are right in saying that the rarity of the item made it valuable altho it was better than other items as well. But taking the BCNMs concept and putting it to dungeons use would be far superior than just shallow dungeons for SP... They can improve the leves and behest and make party grind viable for SP and give dungeons a real meaning, therefore requiring a cap to prevent abuse.
Last edited by Perrin_Aybarra; 06-24-2011 at 05:32 AM.



The point is, that without the level cap, it wouldn't have been as hard as it was.
The battle would have been much easier if you could enter the BCNM fight as a level 75.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
Obviously. No one here is arguing otherwise. How HARD was the fight?
Was it harder than Dynamis? Was it harder than Sky? Was it harder than Sea? Was it harder than Salvage? Was it harder than Assault? Was it even comparable to these challenges?
it was as hard as most of the fights you mentioned on a single fight comparison, outside of maybe the super hnms in those areas. on par with some of the hnms in those areas
Last edited by Physic; 06-24-2011 at 05:42 AM.
I think every challenges were comparable because they were balanced and designed around a specific level and number of people max. While some of them were more accessible to people (since they required less people and the reset was shorter) the challenge remained thoughout the years and expansions.



It doesn't matter how hard it was compared to the other content. The whole point, and the point of the entire thread, is that level caps keep lower-rank content relevant and challenging even when you have already leveled past it.
If you could blast through all the low-rank BCNMs as a high rank player, there would be little risk involved, and the merit of obtaining those BCNM items would be largely diminished. This is why for content that is designed specifically for a certain level range, it is necessary to have level caps in order to maintain the proper risk vs reward ratios and keep game balance.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
Assuming that the gear is relevant til end game. Something you have no idea whether the r30 dungeon is going to qualify for that or not.It doesn't matter how hard it was compared to the other content. The whole point, and the point of the entire thread, is that level caps keep lower-rank content relevant and challenging even when you have already leveled past it.
If you could blast through all the low-rank BCNMs as a high rank player, there would be little risk involved, and the merit of obtaining those BCNM items would be largely diminished. This is why for content that is designed specifically for a certain level range, it is necessary to have level caps in order to maintain the proper risk vs reward ratios and keep game balance.
I don't think anyone here is kinding themselves by thinking that the gears obtainable, if any, in those dungeons will be gears used for many levels or at end-game or that those items/gears will have any situational use. They will be just flavor of the patch gear that will be tossed or changed into materia when new shallow content will be available.
What we are preaching is what they could have made out of them. Making such gears would have been possible with a capping concept ala BCNMs. It's not too late for them too look the issue and create future content that will provide both a challenge and a meaningful and desirable reward at any level.
/thumbsup!I don't think anyone here is kinding themselves by thinking that the gears obtainable, if any, in those dungeons will be gears used for many levels or at end-game or that those items/gears will have any situational use. They will be just flavor of the patch gear that will be tossed or changed into materia when new shallow content will be available.
What we are preaching is what they could have made out of them. Making such gears would have been possible with a capping concept ala BCNMs. It's not too late for them too look the issue and create future content that will provide both a challenge and a meaningful and desirable reward at any level.
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