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  1. #1
    Player
    Ayer2015's Avatar
    Join Date
    Feb 2015
    Posts
    1,451
    Character
    Ayer Austen
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Deceptus View Post
    The content lasted a week if you zerged it just like all content if you zerg it.
    If a game is going to have a 3-4 month gap between patches, the content should be designed to last that long.
    (3)

  2. #2
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Ayer2015 View Post
    If a game is going to have a 3-4 month gap between patches, the content should be designed to last that long.
    People will always zerg. Look no further than the Unidentifiable Anima step. Some had it done within a week; others two. They grinded 600 Alexander Normal runs that quickly. There is only so much the devs can do to accommodate people who play to those extends.
    (5)

  3. #3
    Player Vhailor's Avatar
    Join Date
    Feb 2012
    Posts
    761
    Character
    Deionarra Eidolon
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Bourne_Endeavor View Post
    People will always zerg. Look no further than the Unidentifiable Anima step. Some had it done within a week; others two. They grinded 600 Alexander Normal runs that quickly. There is only so much the devs can do to accommodate people who play to those extends.
    There's plenty the development team can do. Look at the Tomestone lockout; it's bulletproof. Even Crafted gear has a soft barrier of sorts, in the form of Scrip required for Master-level recipes and limited spawn rates of many Gathering points for the ingredients. Players can break through the cap, but the faster one wishes to go, the more money one has to pay - a luxury tax, of a sort.

    Personally, I think SE ought to at least incentivize steady progression rather than zerging. They've very rarely done this in regards with Relics; I think this has been a mistake. Suppose, for instance, that Eureka had incorporated Daily and Weekly quests, the completion of which would put someone squarely on track to have a full armour / weapon upgrade within, say, 12 weeks. Then suppose that the standard, non-quest progress was scaled so that, discounting quests, a full armour / weapon upgrade would take about 150-200 hours. Would people still manage to have their Relics within a couple of weeks? Yeah, sure, some would - but most players would be far more content to absorb the content more slowly, extending its lifespan.

    All this to say, the development team has plenty of options. Debating whether or not these options are worth implementing, well, there's a debate worth having. Acting as if we should simply be resigned to the current state of affairs, though, simply isn't accurate.
    (1)

  4. #4
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,997
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Honestly, the rewards are acquired far too quickly.
    This isn't savage level gear here. The acquisition rate is fine.

    350/355 gear is honestly already on its way out at this point in the game.
    (4)

  5. #5
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Vhailor View Post
    Personally, I think SE ought to at least incentivize steady progression rather than zerging. They've very rarely done this in regards with Relics; I think this has been a mistake. Suppose, for instance, that Eureka had incorporated Daily and Weekly quests, the completion of which would put someone squarely on track to have a full armour / weapon upgrade within, say, 12 weeks. Then suppose that the standard, non-quest progress was scaled so that, discounting quests, a full armour / weapon upgrade would take about 150-200 hours. Would people still manage to have their Relics within a couple of weeks? Yeah, sure, some would - but most players would be far more content to absorb the content more slowly, extending its lifespan.
    Considering Eureka is essentially an AFK grind fest. They would require a lot of Daily/Weekly quests to keep people invested long-term. What keeps doing back at the moment is the overall ease of rewards, especially due to how low the ilvl is. If the grind for a single set outside these quests took a month of six hours per day grinding, Eureka wouldn't make it into week three. Look at the initial reception before everyone discovered NMs. There was near universal scorn at the prospect of how long the grind took if you were only killing mobs.
    (0)

  6. #6
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Ayer2015 View Post
    If a game is going to have a 3-4 month gap between patches, the content should be designed to last that long.
    And the people that don't play as often would fall hopelessly behind as for them it becomes a 4 month godawful grind.
    (5)
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642