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  1. #11
    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
    I'm fine with raids gears being the best for 3 months.

    If there are gears that are going to lasts for up to 1-2 year it will have to be difficult to obtain, but not through low droprate kind of crap, but something that everyone can progress on, such us building 1million thaumaturge guildmarks to get an 'Ishgard's Harhar Whooper Scepter'.
    I did add a post to one of the other threads with an idea on how to make legendary gear difficult, and even added HQ legendary gear which would be the kind of stuff you'd only see like, 1 or 2 people every 6 months wearing. And even then it'd only be 1 item.

    Collecting the whole set through my method would have taken like, a year or two, but then it would be legendary <3

    Gear that's only good for 3 months could barely be considered rare, it'd be more like 'grind gear' than 'rare gear'.

  2. #12
    Player
    Konachibi's Avatar
    Join Date
    Aug 2011
    Posts
    1,854
    Character
    Kona Chibi
    World
    Coeurl
    Main Class
    Archer Lv 50
    Found the post with my idea:

    Here's an idea.

    'Random encounter' world bosses. What would happen is before a world boss spawns in a particular area, their coming is announced by an announcer in all 3 cities. Then any parties that want to take part sign up to it on some kind of task board. They must then travel to the area the world boss was reported to be in and battle it. All parties will take part in it's battle as if one giant party, it could consist of up to 100 or even more people, no real limit, and the difficulty and health of the boss would scale to how many players it had to battle. However a minimum player size would probably be an idea since soloing it would be silly.
    Once defeated the boss would give each party a random part of a legendary item. The overall size of the battle party from how many players were involved overall could even dictate if a HQ version of an item part is obtained. The party would have take part in many of these 'random encounter world boss' events that would happen say.... 2 or 3 times a day, maybe 5 times, and get all parts to the legendary item, the bosses would differ in what it was and where it appeared in the world, thus 'random encounter'.
    They are then notified when all parts of the legendary item have been obtained by a quest being given to them automatically upon aquiring the final item.
    This quest would entail them going to a special dungeon that you could not enter without a completed set of legendary item parts, and once completed, would allow the player with all the items to forge the completed legendary item and wield it.

    This would mean that getting a legendary item would take quite a while and be pretty difficult.

    Getting a High Quality legendary item would be EXTREMELY hard to obtain, as you'd need to have taken part in very large scale world boss encounters multiple times and had the luck to obtain a full set of the HQ parts to the legendary item. It would also be nice if that high quality version had something slightly different about it's appearance that marked it as 'the legendary of legendary' items. (something like an awesome glow etc.)

    This way casual gamers would be able to get legendary items if they spent enough time working towards it, it would still take months though.

    Hardcore gamers could get the awesome legendary items though, so both types of players would not be ignored for their dedication to the game.

    What do you think? ^.^

    I'd also say this is on topic as it's a suggestion as to the possibility that would take 3 months just to obtain, therefore filling the gap the other gear could possibly cause. :3

  3. #13
    Player

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    Mar 2011
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    インドネシア語
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    2,251
    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)

  4. #14
    Player
    Konachibi's Avatar
    Join Date
    Aug 2011
    Posts
    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.

  5. #15
    Player
    Azurymber's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90
    thanks for the ideas but please keep this thread as -only- responses to the question and make another thread for suggestions.
    2 other threads have been shut down already on this issue and I don't want this one to be.
    thank you.
    (5)
    Mew!

  6. #16
    Player
    Kirith's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    194
    Character
    Areon Maere
    World
    Ragnarok
    Main Class
    Lancer Lv 22
    I think the whole idea of dividing the game between casuals and hardcore is wrong in itself. The level of progress, whether experience points or rare items, should always depend on the skill of the players, not on how much they play and what their style of play is.
    The wrong concept of a player dualism stems from the necessity to allow casuals to obtain the same things hardcore players obtain at any cost, to cater to the biggest player base. Such a thing is simply laughable as it's very easy to base rewards on player skill. It's just not in their interests to do so.

    That said, i suspect the rep aren't deleting the threads because they get off topic, but simply because they want to cover up the very unpopular idea of the WoW-like progression Yoshida mentioned and many disagree with.
    (7)

  7. #17
    Player
    Jim's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    245
    Character
    Jim Wilson
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I like that these are not relics, if they were i would hate to have to get the new once every 3 months, I don't like it but I wish SE would do a massive update with relics so that we could use those for about 3-6 years
    (0)

  8. #18
    Player
    BruceyBruceyBangBang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,678
    Character
    Boye Fran
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    This game could eventually use a set of weapons or gear sets that take months to acquire and last you a long time, but of course this cannot be the only option. As far as end game goes. I like doing the moderate end game stuff on top of the long and challenging end game stuff.

    Some people are comfortable with just doing the moderate end game stuff that still allows their class/job to be pretty proficient in what they are playing as when geared with the rewards, but of course, they need something for the no lifers. There is always room for no lifers.
    (1)

  9. #19
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    Jul 2011
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    289
    Leave XI's archaic way of handling gear "advancement" in XI, XIV already has enough problems as it is.
    (0)

  10. #20
    Player
    BruceyBruceyBangBang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,678
    Character
    Boye Fran
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Isaveron View Post
    Leave XI's archaic way of handling gear "advancement" in XI, XIV already has enough problems as it is.
    XI's way of handling gear is not XI's way of handling gear. This is something in all MMOs. It's not a very popular idea, but I like having a clear separation from the men and the boys. Whether it be gear, skill and build of the player, ect.

    The problem with that territory is you get a lot of people that play tirelessly to get the "epic" weapons and gear they desire and become generally pretty grumpy or develop into someone with no filter. Usually labeled as an elitist. However, it's those people who usually do all the major testing and provide the other players with useful information on class/job builds. Not giving those types of gamers a market is a very bad thing, I believe.
    (8)

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