It's not, but people like to think they got all that awesome gear and fancy jewelry by sheer skill when the reality is they just banged their head into some content until it fell out of the mobs pockets.
Exactly but that is the nature of an MMO, put in the time and enjoy the rewards. Its a time sink plain and simple, I just hope the devs put in enough enjoyable content so that I can have fun along the way. Ifrit was near impossible w/o the current strats available, then its killed, then its farmable by top groups, then pickup groups begin getting wins. Just because the fight can be won easily doesn't mean you can't push yourself every time. The problem with scaling drops by just increasing difficulty is at some point everyone starts bitching and moaning about how its too hard, in order to make things rare u either make difficulty so insane very very few can clear it or you make drop rates low enough to balance the drops in the economy.
Clearly you don't get what I meant.
Equates to saying: this cat is orange, but that's wrong because it's blue.
I think I see what you're saying but it seems to be a misunderstanding. I wasn't talking about the definition of difficulty being subjective, I was talking about how some things are more difficult for some people than they are for others, which is exactly what the person I was quoting meant when they said difficulty is subjective.
As in, even if it takes one person 5 kills to get an item and it takes another person 50 kills to get that item, it is not any more difficult for the second person, just more time consuming.
Last edited by Pyree; 11-18-2011 at 02:03 PM.
I think the real question is, did the person who took 50 kills to get an item find it difficult to watch someone else get it in 5 kills?
The random rate at which these items drop adds to the motivation, and some will be lucky enough to end the grind early, but for the vast majority, it will be a test of patience. A difficult test of patience.
(original by GalvatronZero)
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