Might have something to do with the drops... I imagine they haven't worked out how to give us separate loot lockouts in a single instance; Crystal Tower gives us one drop a week, but there are four chests. Just a guess, but Alexander is split into four so we can have four separate lockouts... Dumb reason in all honesty, but for some reason that is what I expect from SE these days...
Crystal Tower "worked"... Each chest there had its own loot table, I frequently went in aiming for something not in the first chest... Many did, and the only complaint I ever remember was people bailing after getting, or not getting, their drop... That seems like less of an issue for an 8-man raid though...
Last edited by Nalien; 10-29-2015 at 08:32 AM.
That wouldn't be a problem had they just made it one token, which is exactly what they should do in the next Alexander raid if they don't plan on expanding our inventory.
Surely this wouldn't be too difficult to implement, if all the server issues are due to budget limitations and they're just not using archaic methods and are skilled, this shouldn't be a problem. Of course as an alternative, they could just make it so one token = one piece of gear which drops at the final boss. That would still take 5 weeks to be fully geared in Alexander, or just have the bosses actually drop the gear.Might have something to do with the drops... I imagine they haven't worked out how to give us separate loot lockouts in a single instance; Crystal Tower gives us one drop a week, but there are four chests. Just a guess, but Alexander is split into four so we can have four separate lockouts...
Last edited by Colorful; 10-29-2015 at 08:33 AM.
Ok I won't go into responding about the WoW thing for long, but in the future, you should probably avoid saying something you literally have zero clue about.
On to the good stuff...
You can't switch the topic to the high level roulettes, that's not what we are discussing. I totally agree with you that the dungeons are fun and I enjoy killing the mobs as well. As you have already stated, I don't do them very often so it still feels somewhat fresh when I get to do one again. However that isn't the issue here. You stated you DO find the 2 exp roulettes boring. Ok so what do you think would change by adding trash into alex savage? Being that the majority of players haven't seen A4S yet, I will assume you haven't either and are on A3S progression.
So think about that for a second, you don't find running the same 2 dungeons enjoyable and you find them boring... but you're saying that you would find it magically enjoyable to clear trash for 3? Not only that, but having to clear it each time you go in for the week?
Please help me understand your logic, because it truly doesn't make any sense.
^.^



The boring thing about the 2 dungeons isn't killing trash - it's running the same thing again and again. Evene if we had to kill only the bosses, it would still be boring. If we could roulette between, let's say, SIX dungeons to run on Expert, it would be completely different story.
I don't advocate on adding trash on Alexander Savage, because for me it's more of a Marathon Trial than a real raid and it's not content I run or I'm interested in (so I have no business saying what should or shouldn't be implemented or not in the Savage version), but Void Ark NEEDS trash mobs to be a complete experience.
I just really miss the intimidating, MASSIVE experience that was Ulduar. Quite possibly the best designed raid of all time. Nothing that I've encountered in FFXIV comes close to feeling like a true raid - it's just a bunch of separate instance rooms with a boss. While the mechanics of the fight can be interesting, the overall experience ends up just being bland.
WoW's original style of raid came from other places, it's not simply "people from wow > explains all the faults." In MMO's most raids involve fighting though forces to get to a leader or a boss. Not just queue up for a room with a boss in it. There is more to the environment, an atmosphere usually unique to the forces you fight, and a feeling of exploration. You're better off just having a maths fight in text since it seems like to people who support these single room boss fights as raids just want to "get directly to the point." Where did the RPG part go in MMORPG?
Not just WoW. Goes back further than FFXI, further than EQ.There's people too used to WoW's raid system, wich has lots of trash mobs and trash-easy bosses to amplify the time-consuming content so the user gets a placebo feeling that it's a lot of content.
The reality is that the raids had 2 or 3 real bosses with real mechanics.
SE just saved us the time to repeat this nonsense every week and get directly to the point. We have to clear some trash sometimes, like before A2 and stuff, but it doesn't really take too much time.
Infiltration of a boss's lair and slaughtering the minions on the way extends in RPGs as far back as D&D.
People are going to whine anyway and people that use the exact whine you mentioned are what's wrong with mmorpgs today.
These games are traditionally massive time sinks. They're quickly turning into Facebook games.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote



