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  1. #1
    Player
    B0YRaNmA's Avatar
    Join Date
    Jul 2015
    Posts
    80
    Character
    Mylene Aquamarine
    World
    Balmung
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Archaell View Post
    One of the main issues with savage in my opinion is that the content is both hard and basically static locked. Meaning that the progression is close to impossible outside of the static groups, and I am talking about loot restrictions not knowledge of fights, which is one of the main reasons behind the low percentage of players even trying it.

    What would you think about this:

    1. The savage being free of all the weekly loot restrictions.

    2. The savage floors being added to the game gradually instead of at once.

    Basically something like this: 3.4 A9S and A10S added, 3.45 A11S added, and lastly 3.5 A12S added to the game.

    It would be still time-gated but in more accessible way while allowing easier movement of people between the groups.
    This is true...

    1. Though they will need to remove all weekly loot restrictions for other dungeons also, since their loot systems is one of the core problems. Which they should, then make dungeon content lock behind puzzle difficulties and sufficient mob threats, so that dungeon doesn't get steam rolled. All they're doing to prevent steam rollers is putting up gate to slow it down, which people will just gate rush.

    2. Don't think you'll need this if contents is challenging and difficult enough, with boss guarded.

    I don't think Devs have a lot of room to make things challenging when all people wants to do is fight the boss, with the exception of primal.

    Gonna go off the rail little and say that I understand casual have little time to play, but at current it is promoting cruise control...
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    Last edited by B0YRaNmA; 09-03-2016 at 11:58 PM.

  2. #2
    Player
    B0YRaNmA's Avatar
    Join Date
    Jul 2015
    Posts
    80
    Character
    Mylene Aquamarine
    World
    Balmung
    Main Class
    Ninja Lv 80
    Quote Originally Posted by B0YRaNmA View Post
    ...dungeon content lock behind puzzle difficulties - where youtubers and guides creator don't reveal or the puzzle gets randomized.
    As youtube videos has been brought up a couple times in this thread, I would go as far as saying guide creators should limit the amount of knowledge they are giving out, like what to look out for and not positioning and so on and so forth. As we wants to promote long lasting content, it doesn't help to have an answer cheat sheets. The argument on the line of, not everyone needs to run as they do, this will be met w/ the question; then why are people making youtube guides their holy grail...?

    The ideas that I'm throwing out there is related to the fact that people are trying to make changes without fixing some of the core problems that hinders both sides of the argument.
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