I feel your guys' pain. I kid you not, I did no less than 70 runs on 2 of my zodiac dungeons. more than 50 on 3 others, and the rest were all around 10-15. There are some dungeons in this game that I NEVER want to see again thanksto the old relic quest. RNG like that should never be put into the game unless there's some kind of fail safe... which gives me an idea for the wishlist.
Any RNG that is put into the relic quests must be either capped (ie: if you don't get your drop by a specific number, lets say 100, runs, than they just give it to you), or has a scaling % of success with each consecutive run (ie: each run you do increases your odds of getting your drop.). Both of these would probably only work for dungeons, but it would help... a lot. Some of us are just unlucky.

more involvement with battle related content, maybe even riddles or something, just please don't soley rely on fates or spamming content we've already done to death.
That would be nice. Riddles is an interesting idea, but anything is fine for me as long as it's not the same thing 100 000 x.
ATMA/Zodiac phases take the cake for being the worst hated things in the original relic for me (with Zodiac leading), and the Zodiac item grind was so absolutely awful that it actually made me not want to play the game. I did so many runs of AV, DD, and Hullbreaker (more than 50 each, with DD being the worst at close to 70. I stopped counting at 64) that I almost gave up entirely, and now I NEVER want to run them again. That's just bad design in my opinion. A game's content should keep the player wanting to come back, not actively encourage them to give up and play something else.
Whatever they do for the new quests, I hope it is something that gets me hooked on continuing. For me this means 2 things. 1. A intriguing and compelling lore/story. One of the reasons I've liked the Expansion so much is because the story was infinitely more interesting than the original. Give me a good lore to sink into, and I'll be more interested in completing the quest you give me so I can see where it goes. 2. is a varied set of tasks. I think that's why the 1st stage of relic and the ATMA book stage was so much more appreciated by the community. It wasn't just the same thing an infinite amount of times over and over. There were dungeons, trials, mobs, and FATEs. The only problem (for books at least) was that every book was the same. If they could come up with something like the books but had a more varied set of tasks than it would be better and less repetitive.
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