What you want it nerfed cause rng is not nice to you even though you know other people that have completed more then one?
What you want it nerfed cause rng is not nice to you even though you know other people that have completed more then one?



The relic series is an extra optional path. You do not have to get it at all. You could go for drops in the regular end-game progression and token weapons. The token weapons, especially, are virtually guaranteed weapons. There's no disparity between weapons versus other gear.
The Relic is extra.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
So, other weapons go to i135? I was under the impression only relic weapons went to i135. If that's not true than I am misinformed.The relic series is an extra optional path. You do not have to get it at all. You could go for drops in the regular end-game progression and token weapons. The token weapons, especially, are virtually guaranteed weapons. There's no disparity between weapons versus other gear.
The Relic is extra.
My point on how SE implements their systems with sub-time in mind vs. the fun factor, still stands though. The only reason it's the way it is, is to try and get players to stay subbed longer. And that is just a BAD reason.



Well the 135 is a reward for sticking with the quest line for so long. But otherwise the relic isn't necessary if you've been following the patch with your progress. As for the sub time...well...it's hard to design fun content that keep drawing people back. I'd be interested if anyone can come up with an actually successful MMORPG that had something "fun" that was making people go back, and that "fun" could, in no way, be seen as just drawing out play time.
I mean, one could argue that any reward based on a probability is there to draw out play time...
I'm not defending the way this is. In fact I hate un-capped RNG. But that's just the way it is. The relic, however, is something that can, in reality, be ignored completely without significant drawback on game progression. So I'm willing to accept it as something that's just designed for people who have the time to spare---in which case we may simply not be the group for whom it was designed.
Just like PVP. I don't touch PVP at all. So I don't argue that I should get those PVP gear models in content that I find fun. Those models are designed for people who find PVP fun. That's just how it is.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
Dreadwyrm weapons from The Final Coil of Bahamut - Turn 4, drops i135 weapons. However, the Zodiac Weapons are technically the "most powerful" weapon in the game at the moment.So, other weapons go to i135? I was under the impression only relic weapons went to i135. If that's not true than I am misinformed.
My point on how SE implements their systems with sub-time in mind vs. the fun factor, still stands though. The only reason it's the way it is, is to try and get players to stay subbed longer. And that is just a BAD reason.
I am used to RNG in my MMORPGs. I've been playing MMORPGs for a while now, but FFXIV has the worst RNG in any game I've ever played (besides F2P crapware games). Every system seems to involve RNG somehow. Even a mini-game like Triple Triad has it (I literally spent 3 days in a row spamming an NPC to get 30k mgp for something I wanted because the patch that was supposed to increase mgp for winning is total bullcrap and only increased mgp payout by 10-30 mgp for each NPC while also increasing how much mgp it takes to play NPCs, basically making the patch for TT pretty pointless, at least from what I've seen. During those 3 days I only managed to get 3/5 cards the NPC drops). It's a tad ridiculous.As for the sub time...well...it's hard to design fun content that keep drawing people back. I'd be interested if anyone can come up with an actually successful MMORPG that had something "fun" that was making people go back, and that "fun" could, in no way, be seen as just drawing out play time.
I mean, one could argue that any reward based on a probability is there to draw out play time...
I'm not defending the way this is. In fact I hate un-capped RNG. But that's just the way it is. The relic, however, is something that can, in reality, be ignored completely without significant drawback on game progression. So I'm willing to accept it as something that's just designed for people who have the time to spare---in which case we may simply not be the group for whom it was designed.
Just like PVP. I don't touch PVP at all. So I don't argue that I should get those PVP gear models in content that I find fun. Those models are designed for people who find PVP fun. That's just how it is.
Last edited by Elmeron; 04-26-2015 at 09:01 AM.
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