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  1. #1
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    Join Date
    Mar 2011
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    インドネシア語
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    As i said, having luck to get a drop is a major turn off, because you'll have a day where you feel like you are not progressing on anything just because of not getting any drops on that day, this will lead to "Meh, f*ck it", overall giving more annoying experience than fun. Also, you'll have people goes "that guy didnt deserve it, he just got lucky"
    (4)

  2. #2
    Player
    Konachibi's Avatar
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    Aug 2011
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    1,854
    Character
    Kona Chibi
    World
    Coeurl
    Main Class
    Archer Lv 50
    Quote Originally Posted by Chardrizard View Post
    As i said, having luck to get a drop is a major turn off, because you'll have a day where you feel like you are not progressing on anything just because of not getting any drops on that day, this will lead to "Meh, f*ck it", overall giving more annoying experience than fun. Also, you'll have people goes "that guy didnt deserve it, he just got lucky"
    It wouldn't be a random % drop though, each time you defeated a boss you'd earn part of a legendary item. It's just that you'd need all the parts so you'd have to do it a lot to get anything quickly, and the boss would drop parts for multiple legendary items, so you may not benefit in say... getting part of a sword you wanted, but you may benefit from part of a staff or some pugilist claws etc. That way other people in the group that used different classes could all have a chance of getting part of their legendary weapon each time they did a run.

    I think with this method coupled with the 3-month gear method though it'd be better for my idea ^ to incorporate only obtainable weaponry, where as the dungeons that gave gear that lasted 3 months would be more along the lines of equipment like chestpieces, gloves, boots and that kind of thing.

    People tend to become more attached to their weapon than their armour, 'cos weapons can look really cool. then again, armour can look pretty awesome too.

  3. #3
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Chardrizard View Post
    As i said, having luck to get a drop is a major turn off, because you'll have a day where you feel like you are not progressing on anything just because of not getting any drops on that day, this will lead to "Meh, f*ck it", overall giving more annoying experience than fun. Also, you'll have people goes "that guy didnt deserve it, he just got lucky"
    I'm more in line with Chardrizard. They should develop it so that the fight/obtainment is really difficult, (R50 group crafting +3's from incredibly difficult unique/untradeable monster drops would be my preferred hypothetical scenario) not just drop rate. Drop rate takes no skill only patience. The downside to that is strategies are shared and eventually, everyone has it in three months, hence Naoki Yoshida's take on it.

    The elitists still get the feeling they want by having it before everyone else. I don't think it's necessary to incorporate arbitrary time restrictions on gear or content. Add filters via worthwhile obstacles and game content, but drop rate is pretty lame in my opinion.

    When it comes to it lasting three months that entirely depends on what you think "lasting three months" is in reference too.

    1.) New/Better gear is implemented so fast that it makes previous gear obsolete.
    2.) Everyone figures it out after the elitists post their strats but that gear remains "cream of the crop."

    I'm okay with option two. I think FFXI relics were kind of ridiculous, though I'm glad they let you Trials of the Magians them to make them better. I think that's how the materia system will put individuality and long term value into gear, which I'm really excited about.

    So Azurymber, to answer your OP, it really depends on what "lasting three months" means, in this case, for me to give a more definitive answer.

    When you implement and impossibly low drop rate combined with content that requires 18+ people to complete per run that just creates a pyramid scheme type situation where the people who "get theirs" "get out" never to be seen from again.

    I'm more inclined to the "impossibly difficult" content. I'm not a huge fan of timers but I'd even take that over the alternative of needing a massive amount of people and waiting in line for drops.

    Quote Originally Posted by Griss View Post
    Gear self life is a tricky thing. If its to quick then it just becomes the flavor of the month, to slow and every body is sitting around looking the same. There is also some merit to "keeping older gear relivent" but that leads to an attitude of well is that reward better then what i have? No then why bother with it? (then said player starts to complain about how there's nothing "worth while" to do)
    I think the materia system will address this.
    (0)
    Last edited by Rhomagus; 09-17-2011 at 10:32 AM.

  4. #4
    Player
    Griss's Avatar
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    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Rhomagus View Post
    I think the materia system will address this.
    True, though with dropped gear all being out of the materia loop. I am thinking that dungeon gear is going to become less and less relevant with the bleeding edge crowd as time goes on. In time the same problem's will crop up, At any rate it will be interesting to see how this ends up playing out.
    (0)
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