I love it all the comments are making fun of the title insted of talking about the topic.

I love it all the comments are making fun of the title insted of talking about the topic.
I love...
I LOVE all the posts saying "Well if SE didn't cap you, people would stop playing the game."
While completely ignoring the underlying problem in that perspective. My question is.. how the hell did MMOs survive before Blizzard (or whoever they 'borrowed' the idea of token exchanges for gear and caps on them) first implemented the 'feature'? Surely there were only as handful of loyal subscribers to keep the games limping along.
Is FFXIV that terrible of a game that no one would play it if they didn't make it feel like a job to work at every week?
Personally I don't think it is. But then again I have a life, a job, a family so I don't sit on the PC grinding and grinding day in and day out for 8-23hours.
Truth is, those types of players who will, "get bored and unsub" they're likely going to get bored and unsub regardless of how much you try to 'control the flow'. That's why you had such a huge influx of returning players when Heavensward launched. If SE and the playerbase would cultivate and promote community wherein you didn't feel like you were really just playing a single player game with other people who just happen to also be playing the same game as you, then it might be in a better position to not require holding it's players hostage in the interest of progression.
But essentially this.. "If there's no caps or if they don't gate you you'll stop subbing and the game will DIIIIIE" is as fallacy and fictitious argument that holds zero weight in reality. It's a white knight battle cry and nothing more besides the fact that SE actually believes they have to do it. They don't. Because we never used to have this shit.. and *GASP* we still had MMOs to play.



Low dropchances on the good gears. If you had bad luck it needed months to get what you wanted.While completely ignoring the underlying problem in that perspective. My question is.. how the hell did MMOs survive before Blizzard (or whoever they 'borrowed' the idea of token exchanges for gear and caps on them) first implemented the 'feature'? Surely there were only as handful of loyal subscribers to keep the games limping along.
Last edited by Felis; 08-12-2015 at 07:56 PM.



Yeah, was going to say. Older games got by on terribly low drop chances, long respawns, and sometimes long lockouts too. FFXI, which is a game people love to compare to this one, is a perfect example of a game that utilized all three at varying points of its lifespan.
Of course this is me speaking as someone who quit in the middle of Wings of the Goddess so things may have changed , but I'm guessing that if it did it didn't change much.
With this character's death, the thread of prophecy remains intact.
How did they survive? With smaller player bases, fewer updates, and noticeably less content.My question is.. how the hell did MMOs survive before Blizzard (or whoever they 'borrowed' the idea of token exchanges for gear and caps on them) first implemented the 'feature'? Surely there were only as handful of loyal subscribers to keep the games limping along.
Because we never used to have this shit.. and *GASP* we still had MMOs to play.
Though there were (and still are) some people who love endless RNG (which was what you got before currency/token systems like this existed), and will happily grind away doing the same event over and over for a chance at maybe perhaps seeing something they can use, most people either don't enjoy that from the start or tire of it fairly quickly.
How well do you think 2.x would have done if there were no tomes and all the dungeon and Coil instances only had a random chance to actually drop equipment?
Even FFXI added currencies that you could collect over time (limited by some sort of time gating) as early as ToAU, with Assault Points (and ID tags being the time gate), so that you had events you could do that would guarantee you gear if you put the time in.FFXI, which is a game people love to compare to this one, is a perfect example of a game that utilized all three at varying points of its lifespan.
Of course this is me speaking as someone who quit in the middle of Wings of the Goddess so things may have changed , but I'm guessing that if it did it didn't change much.
If you feel like there's absolutely nothing to do in the game except capping tomes, then sure.
But if there's nothing else in the game that interests you, it's possible this simply isn't the game for you.
Last edited by Ibi; 08-13-2015 at 01:29 AM.
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