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  1. #1
    Player
    Dzian's Avatar
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    Feb 2012
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    Ul'dah
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    2,837
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    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Driavna View Post
    Not really. Is one of those things that make sense for Japan. They use their mains to don't drag parties so for them is a good thing because everyone is putting the same amount of effort (at least most of the time).
    That's contradictory though. Because if they always play there main and thus best geared job to not drag groups down why bother gearing an alt you will never play because your main will always be better geared and thus always the one you play..

    But to be honest I thought the reason 24mans had such low difficulty settingscwas because players typically used alt jobs in them
    (6)

  2. #2
    Player
    Reinha's Avatar
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    Mar 2015
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    Finland
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    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Dzian View Post
    That's contradictory though. Because if they always play there main and thus best geared job to not drag groups down why bother gearing an alt you will never play because your main will always be better geared and thus always the one you play..
    People might play their alts when doing dailies, hunts or maps if bringing their main isn't as efficient. For those times it's nice to not have just 290 job gear. Retainers may not be the same job as your main and of course we need to gear every job in preparation for the next level cap increase as well.
    (0)

  3. #3
    Player
    Alleo's Avatar
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    Jul 2015
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    Character
    Light Khah
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    Moogle
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    Arcanist Lv 91
    Quote Originally Posted by Dzian View Post
    That's contradictory though. Because if they always play there main and thus best geared job to not drag groups down why bother gearing an alt you will never play because your main will always be better geared and thus always the one you play..

    But to be honest I thought the reason 24mans had such low difficulty settingscwas because players typically used alt jobs in them
    Exactly. If they dont want to let people down and even just play their main in 24 man raids..then wouldnt that mean that they only play them in savage and extreme content too? So why do they need the gear that much? They could still just level them up with older dungeons and older stone currency and be done with that..

    Quote Originally Posted by Fyce View Post
    With this system:
    - Doing multiple runs in a day is now completly useless. Someone with a lot of time will not be able to obtain what they want by going in multiple time in the same day. This is aggravated if that player is also impacted by the next issue.
    - It forces people to play one of the longest content in the game (especially during release time when wipes often happen) every single day. Someone who can only play on the weekends will fall behind by 4 or 5 tokens a week. For a "catch up" content, that's pretty bad.
    - It's pretty much a progress bar, which is one of the things the most criticized in MMORPG for being completly bland and unfun. "Do task X times, go buy reward". I know some people don't see the "fun" aspect as important even though it is, so I won't get too much into it.
    - People can still have their normal roll, the tokens would be on top of that. So if they can go into this a few times a day they could still get their gear by simply only rolling on it when it comes up (and since it would still have need, they would even get a big chance to own that) Also right now you still only get one loot per week thanks to the limit, so I dont really understand that argument. If you get one item on your first run you wont even run that raid again for the rest of the week because you wont get any gear loot till reset..tokens or not wont change that. Those that run it more than once per day either run it because they are unlucky and did not get what they want or because they do it for other reasons. Those other reasons would not be touched with tokens.

    - First you said that running it more than once a day is now useless and now you are saying that this would force people to run it once a day? Again these tokens are on top of that. You dont need them. Its only there for those that may either have really bad luck or that want to gear up other jobs. Nearly a lot of stuff in this game will put people behind it if they dont do it daily/weekly. Be it beast tribes, tomestones (weekly), all the dungeon/instances where you get one loot per week (because you will not get that loot if you did not do it per week) And those that can only play at the weekend are always behind because they have less chances per week to get the loot they need. With tokens they raise their chance because they just get them when running the content anyway. So without tokens they might run it four weekends without the loot they want and have nothing to show at the end while with tokens they might still run that many times but they get a token each time and thus might be able to at least get one piece after those weekends. So winning for them too.

    - And its completely more fun to run this content 40x without ever getting that drop that you need? There will be people who dont like the tokens and they simply can throw them away. But I believe that quite a bit of people love to have a way to battle bad RNG. I mean we have tokens for the primals and as far as I know this change was taken quite positive by the playerbase.

    ---

    This solution would be something on top of the normal weekly roll. It would help those unlucky people that would lose the roll against others (as DD) or that never see their gear when they play it. At least with tokens they know that they will get loot x after y runs. It also helps all those with more than one job because you can simply gear two of them. One with the roll that you normaly have and another with the tokens. (At the same time)

    I am sorry but I cant see any of your arguments as good ones against these tokens. People that love to run it more than once daily can still do it because the normal rolls still exist, all those that cant play daily are already falling back because they have less chances to get the loot per week and with the greed only option they may get even less chances to get stuff. With tokens they might at least have something after a bit of time. (And honestly people with less time will always be behind, thats the way MMOs functions). And those that dislike such a progess can simply throw the tokens away and do it the normal way.

    You might not like them but these could still be solutions. Nothing will ever be perfect.
    (3)
    Last edited by Alleo; 04-22-2018 at 07:13 PM.
    Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
    Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
    A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.

  4. #4
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
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    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Alleo View Post
    - People can still have their normal roll, the tokens would be on top of that. So if they can go into this a few times a day they could still get their gear by simply only rolling on it when it comes up (and since it would still have need, they would even get a big chance to own that) Also right now you still only get one loot per week thanks to the limit, so I dont really understand that argument. If you get one item on your first run you wont even run that raid again for the rest of the week because you wont get any gear loot till reset..tokens or not wont change that. Those that run it more than once per day either run it because they are unlucky and did not get what they want or because they do it for other reasons. Those other reasons would not be touched with tokens.
    I misunderstood that you wanted to also keep the current system. My bad.
    So yeah, that solves the issue of not being able to "brute force" what you want. But keeping the current system doesn't solve the issue they have in JP where they have trouble gearing alts since they feel pressured into going in with their main. They'd now have some kind of safety net, but the main issue with chests still remains... Unless you switch to the all greed rule as well.
    Whatever the case, a token system ontop of the chest one would increase the number of equipment you can get per week. You didn't gave any numbers, but I'll assume that one week worth of tokens can give you at least one piece. So now you'd have twice as much pieces of equipment as before per week. While players would rejoice, it's probably not something SE wants to change.

    Quote Originally Posted by Alleo View Post
    - First you said that running it more than once a day is now useless and now you are saying that this would force people to run it once a day? Again these tokens are on top of that. You dont need them. Its only there for those that may either have really bad luck or that want to gear up other jobs. Nearly a lot of stuff in this game will put people behind it if they dont do it daily/weekly. Be it beast tribes, tomestones (weekly), all the dungeon/instances where you get one loot per week (because you will not get that loot if you did not do it per week) And those that can only play at the weekend are always behind because they have less chances per week to get the loot they need. With tokens they raise their chance because they just get them when running the content anyway. So without tokens they might run it four weekends without the loot they want and have nothing to show at the end while with tokens they might still run that many times but they get a token each time and thus might be able to at least get one piece after those weekends. So winning for them too.
    Yeah but that safety net is a daily thing you now have to do if you want your shinies. Players will not see it as something they don't need, they'll see it as a another method of getting loot, and they'll feel the need to do it anyway. In short, you're making 24-raids a daily thing to do, even if these tokens are "optional". Not doing them would be pretty detrimental. Thus my point about someone who can't play everyday still stands, that player would not be able to get their gear at the same pace as others, which drastically changes how people play 24-raids and their purpose. FFXIV, regarding that aspect, is more about being a weekly thing than a daily one.

    Quote Originally Posted by Alleo View Post
    - And its completely more fun to run this content 40x without ever getting that drop that you need? There will be people who dont like the tokens and they simply can throw them away. But I believe that quite a bit of people love to have a way to battle bad RNG. I mean we have tokens for the primals and as far as I know this change was taken quite positive by the playerbase.
    That can already happen right now, not only on 24-raids but also 8-raids normal. Besides, if you take an outliner of the normal distribution as an example, I could take the other extreme with people who get their stuff on their very first run.
    Anyway, yes, a progress bar is more bland and boring than a system where you can have these satisfying moments of luck. That's game design 101.


    Quote Originally Posted by Alleo View Post
    This solution would be something on top of the normal weekly roll. It would help those unlucky people that would lose the roll against others (as DD) or that never see their gear when they play it. At least with tokens they know that they will get loot x after y runs. It also helps all those with more than one job because you can simply gear two of them. One with the roll that you normaly have and another with the tokens. (At the same time)

    I am sorry but I cant see any of your arguments as good ones against these tokens. People that love to run it more than once daily can still do it because the normal rolls still exist, all those that cant play daily are already falling back because they have less chances to get the loot per week and with the greed only option they may get even less chances to get stuff. With tokens they might at least have something after a bit of time. (And honestly people with less time will always be behind, thats the way MMOs functions). And those that dislike such a progess can simply throw the tokens away and do it the normal way.
    So, overall, unless you switch to the all greed system, you won't solve the main issue in JP, you'll increase the number of obtainable equipment per week, and you'll make people feel compeled to do the lastest 24-raid once per day. That changes almost everything to simply try to solve a loot issue.

    -----

    Quote Originally Posted by Alleo View Post
    You might not like them but these could still be solutions. Nothing will ever be perfect.
    It's not a question of me liking them or not, but here you're changing a lot of things that don't need to be changed. The goal of implementing a new loot system is to solve an issue without bringing new ones or drasically changing what's already working.

    One token system that would do exactly that would be this one:
    - Switch to all greed to solve the JP issue, the overflowing tanks in queues and people going in with some alt they don't know how to play (or simply don't want to play in 24-raids).
    - To then fix the feeling of unfairness from players getting outrolled by others on something they want, add a special token awarded at the end of the run:
    -- This token would share the weekly lockout of chests. So you cannot get both a token and a chest loot. Only one of the two.
    -- 1 token to buy 1 piece of the player's choice.
    -- This token wouldn't have a 100% chance of being awarded. We'd have to run some metrics to see roughly the current average chance of a player getting a specific loot, and adapt that token droprate to it. Overall, it'd probably be an increase in chances of getting something. The rate might be somewhere around 10% to 15%, I guess.
    -- It would be given in the same way materials were given upon exiting a dungeon during the Zodiac Brave step of the relic (during the black screen, you'd have the "kathching!" prompt appearing... or not). So, you'd have to roll on the final chest, or not, depending on what you'd want to do: try to get something from the final chest, or try to get the token after leaving the instance.
    -- A side effect of this token would be that people won't leave the instance if they didn't get what they wanted on a specific boss, because of the second chance they'd have by completing the instance.

    If you want to do a safety net without having to change anything else, while also not making it appear like a simple progress bar, that's the way to do it. This token would have another beneficial side effect in terms of psychology: this final roll on your token would be the thing people focus the most on, leaving their eventual unlucky run behind them (whether the piece didn't drop, or they didn't get a good roll on it and someone else took it). And for the lucky ones to get their token, it'd be a great feeling.
    (0)
    Last edited by Fyce; 04-24-2018 at 02:42 AM.

  5. #5
    Player
    whiskeybravo's Avatar
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    Nov 2013
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    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Fyce View Post
    But keeping the current system doesn't solve the issue they have in JP where they have trouble gearing alts since they feel pressured into going in with their main.
    Is that really why they are introducing this change? That's like, the poorest excuse I've ever heard. You don't need to be on your main to complete 24-man raids, nor even to be competitive if that's what's your after. I went in to Rab with trash 310 gear when I was trying to gear up my MCH and still managed to do better than most. You want gear for alt job then get on it and learn, otherwise you don't really need it at all.
    (8)

  6. #6
    Player
    Alleo's Avatar
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    Jul 2015
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    Light Khah
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    Moogle
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    Arcanist Lv 91
    Quote Originally Posted by Fyce View Post
    I misunderstood that you wanted to also keep the current system. My bad.
    Well it would help the JP playerbase the most. They can go into this on their main character, roll need on anything that their main needs and greed on things that their other jobs need and maybe they get lucky. But thanks to the tokens they could get at least one loot (if RNG is really horrible and you dont get a drop per week) and if RNG is fine you can have one piece the normal way and one gear piece for a second job. This way they can gear up at least two jobs at the same time (which is more than they can do even with all greed). With all greed you might still not get anything at all.

    Quote Originally Posted by Fyce View Post

    It's not a question of me liking them or not, but here you're changing a lot of things that don't need to be changed. The goal of implementing a new loot system is to solve an issue without bringing new ones or drasically changing what's already working.

    One token system that would do exactly that would be this one:
    - Switch to all greed to solve the JP issue, the overflowing tanks in queues and people going in with some alt they don't know how to play (or simply don't want to play in 24-raids).
    - To then fix the feeling of unfairness from players getting outrolled by others on something they want, add a special token awarded at the end of the run:
    -- This token would share the weekly lockout of chests. So you cannot get both a token and a chest loot. Only one of the two.
    -- 1 token to buy 1 piece of the player's choice.
    -- This token wouldn't have a 100% chance of being awarded. We'd have to run some metrics to see roughly the current average chance of a player getting a specific loot, and adapt that token droprate to it. Overall, it'd probably be an increase in chances of getting something. The rate might be somewhere around 10% to 15%, I guess.
    -- It would be given in the same way materials were given upon exiting a dungeon during the Zodiac Brave step of the relic (during the black screen, you'd have the "kathching!" prompt appearing... or not). So, you'd have to roll on the final chest, or not, depending on what you'd want to do: try to get something from the final chest, or try to get the token after leaving the instance.
    -- A side effect of this token would be that people won't leave the instance if they didn't get what they wanted on a specific boss, because of the second chance they'd have by completing the instance.
    The current system also worked just fine for a lot of people yet they still changed it to something that might only work out for some players.

    Your token system would just put another RNG layer on top of everything. Players needs to be either lucky to get a gear set or they need to be lucky to get a token. This again makes it not fair to people since some could get their token on the first run, while another still runs it 20x a week with no drop at all. (RNG can be horrible) Its a really small safety net.

    What does this do: For those that want something on their main they might still lose their once nearly certain roll to someone else. And they might not get the token at the end too. For those that gear up other jobs they will still have to roll against more people and since the token is not guaranteed people will still roll on more stuff to get at least something. Maybe with a small chance they might get a token at the end but thanks to bad luck they did not get any loot from the chests and no token. So imo that token barely changes anything. Some might have more luck thanks to that but most of us would probably still be out of luck.

    At least with my token (or you could also give one 100% token per week) you will get at least something after running it 7 times. Unlike your system where you can run it daily and get nothing for the week. Since its seemingly just catch up gear for SE, I am also not sure why people should run this such a long time if they have bad luck. IMO it would be better if they have a safety net where you get at least one piece of gear for certain per week.

    Quote Originally Posted by Sigma-Astra View Post
    I thought for sure that the JP servers go on their mains for the sake of efficiency in 24-man raids and they're just angry because they want to gear their alts that they're not playing and people who play those jobs, that may not even need the gear anymore, just need for 100% RNG sake, especially if they're the only type of job in the party.

    For example, one JP player goes in on bard but they want to gear their summoner, they're better at playing bard than summoner. Another JP player goes in on their summoner, has better gear than the Mhach gear, and rolls Need on summoner gear anyways that has dropped simply to either troll or just turn into GC seals. Most of the time, most people in Japan won't speak up about being wronged unless it's called for simply because of the cultural tradition of "don't make trouble for others and become a burden to your team".
    But if they are truly all about playing a job great to not let the team down I am quite sure that they would at least be able to play each job decently. ALso if they are all about team play I am quite sure that most of them would not roll need on something just to troll. So if a JP summoner rolls on need they migh just need this for glamour and honestly seeing how big glamour is in the game, that would be a sensible reason. Especially since you can gear up your characters through other means. (And the all greed options makes older raids even worse because you can roll on anything without a lockout and cant even try to get the gear you need by going into it with the job you want. So All greed is worse if the lockout is gone)

    Also lets look it at a different angle: Someone goes into this as a tank main, they need the gear because they did not play for a while and want to catch up. They have a longer queue time and a much harder job than at least most of the DDs. Finally the tank chest drops but thanks to the all greed option he now looses his gear piece to a DD that just need it for another job that they might not even play that much. Thats just completely bad too.

    Before the change you had less people to roll against as a DD, no other person if you are tank and only one other as a healer. Now you might have 7 other people when the gear finally drops. You simply could increase the chance to own the gear by going into this with the job you need it for. If you want to gear up those jobs I would believe that you would want to play this in other content, so one should be at least comfortable with it.

    Now everyone might lose it to the one DD that was death nearly the complete run and that truly just trolled or misclicked.

    Quote Originally Posted by Sigma-Astra View Post
    That's why I was using Mhach as an example because I know that we can't turn anything in for Ivalice as of yet, it'll happen eventually though, no need to be so hostile and defensive over other people's opinion/idea. Like, geez, take a chill pill...
    I dont really see how Vstar was hostile in their post? They might not have seen the Mhach part (I overread that too since most of the discussion in this thread is about the current raid) but everything else was not that aggressive towards you. The argument which she called nonsense was about the one that SE made, the same with the idea of it. So not attack towards you either.
    (4)
    Last edited by Alleo; 04-24-2018 at 03:54 PM.
    Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
    Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
    A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.

  7. #7
    Player
    Fyce's Avatar
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    Oct 2013
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    1,755
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    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Alleo View Post
    The current system also worked just fine for a lot of people yet they still changed it to something that might only work out for some players.
    For JP players, it didn't work so well apparently.

    Quote Originally Posted by Alleo View Post
    Your token system would just put another RNG layer on top of everything. Players needs to be either lucky to get a gear set or they need to be lucky to get a token. This again makes it not fair to people since some could get their token on the first run, while another still runs it 20x a week with no drop at all. (RNG can be horrible) Its a really small safety net.
    It's not another "RNG layer". It's designed to increase the overall odds of getting something. That's not a layer you have to go through, it's a bonus chance. It's not dragging your chances down, it raises them up.
    And yes, it's still RNG. But that's already what the current system is about. You can run dozens of 24-raids an never see what you want even be in a chest, or see your co-healer get it when it finally comes. Yet, there's no outcry about it. RNG is not something that need to change. RNG is fine.

    Quote Originally Posted by Alleo View Post
    What does this do: For those that want something on their main they might still lose their once nearly certain roll to someone else. And they might not get the token at the end too. For those that gear up other jobs they will still have to roll against more people and since the token is not guaranteed people will still roll on more stuff to get at least something. Maybe with a small chance they might get a token at the end but thanks to bad luck they did not get any loot from the chests and no token. So imo that token barely changes anything. Some might have more luck thanks to that but most of us would probably still be out of luck.
    You can already lose what you want to someone else. The very exception being tanks. And yes, my suggestion doesn't change the overall odds that we currently have. You have a global reduction of your chances due to the number of player being able to roll increasing, but you then have a bonus chance which balance everything to roughly the current chances of you getting something (tanks excluded, obviously). "Bad luck" happens, that's true. But good luck does happen too. You cannot use one extreme part of the normal distribution while putting the other end aside.

    Quote Originally Posted by Alleo View Post
    At least with my token (or you could also give one 100% token per week) you will get at least something after running it 7 times. Unlike your system where you can run it daily and get nothing for the week. Since its seemingly just catch up gear for SE, I am also not sure why people should run this such a long time if they have bad luck. IMO it would be better if they have a safety net where you get at least one piece of gear for certain per week.
    Again, RNG is fine. Especially in games of that genre.
    Your system changes a lot of things that don't need to be changed. We don't need twice as much pieces of gear per week. We don't need the 24-raid to become a daily content that some players won't be able to do. Besides, it doesn't even solve the issue about chest loot in JP. They'll just have a pity system, but still have trouble getting gear from chests. Which is the very reason why SE wants to change the current system!
    Mine keep the weekly limit of 1 piece per week, solves the JP issue, keep the overall odds that we currently have, let people play whatever they want to play, flatten the queue times, doesn't give an advantage to some jobs for no reason, and doesn't ask people to run this content on a daily basis.

    We don't need a 100% reliable way of getting loot.
    RNG is fine.
    (0)

  8. #8
    Player
    Alleo's Avatar
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    Light Khah
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    Moogle
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    Arcanist Lv 91
    Quote Originally Posted by Fyce View Post
    For JP players, it didn't work so well apparently.
    Yet someone posted a bit over our posts that they used google translate on one JP thread and there people seems to be confused about the change too. SE might have used reason x for that change but if its really good or even wanted is something we dont know 100%. I mean they went ahead and wrote why Diadem 1 failed and that they listened to player feedback and ideas and created....Diadem 2.0. Which was probably death even faster. (Which a lot of RNG on top of RNG which was surrounded by RNG)

    In the end this thread shows that at least a big amount of people on the NA forums dislike such a chance. Heck even some of the more famous streamers are not understanding that change at all. Should they really "help" their JP playerbase, which is the minority and maybe anger a lot more subcribers on the NA and EU side? Why not let it be that way and just add something good for all on top of that? (And I still cant understand how they dont just level up all their secondary jobs with dungeons drops, older tome stones and stuff like that..if they are only comfortable playing 24 man raids with their mains they will probably use those with savage too..so why need to be up to date with every job?)
    (8)
    Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
    Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
    A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.

  9. #9
    Player
    Sigma-Astra's Avatar
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    Mar 2017
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    Ul'dah
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    1,085
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    Soma Kagami
    World
    Sargatanas
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    Black Mage Lv 90
    Quote Originally Posted by Alleo View Post
    snip
    Honestly, I don't really agree with the All Greed nonsense either, so my post was mostly just speculation on the JP end based on feedback from someone that's live in Japan for a while. I realize that times will and have probably changed over the course of several years. I don't know about them being all to perform at every single job to it's perfection level though. I think that might be leaning towards too much of a generalized assumption since there are people that may only like to specialize in one or a select few of jobs, but not everything unless you're a perfectionist, I guess. And that's not entirely exclusive towards the JP side, there's plenty of NA/EU players that tend to only dip their feet in a few trades at best.

    And thanks for the clarification, it's the just the way she/he worded it that came off that way towards the end.
    (1)

  10. #10
    Player
    Vstarstruck's Avatar
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    Dec 2017
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    Beastmistress Milk
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    Balmung
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    Black Mage Lv 60
    Quote Originally Posted by Sigma-Astra View Post
    Honestly, I don't really agree with the All Greed nonsense either, so my post was mostly just speculation on the JP end based on feedback from someone that's live in Japan for a while. I realize that times will and have probably changed over the course of several years. I don't know about them being all to perform at every single job to it's perfection level though. I think that might be leaning towards too much of a generalized assumption since there are people that may only like to specialize in one or a select few of jobs, but not everything unless you're a perfectionist, I guess. And that's not entirely exclusive towards the JP side, there's plenty of NA/EU players that tend to only dip their feet in a few trades at best.

    And thanks for the clarification, it's the just the way she/he worded it that came off that way towards the end.
    I feel that might be from a bias you have of me, but alleo is right. I was referring to SE's logic. Different argument, different tones etc, I do not hold grudges. I really do not make reference to other bias or threads unless someone is really pushing me to do so.

    It should be this simple, for outdated raids just go the job you need the gear for (i/e glam) No one cares about being perfect there and current gear in outdated raids make them a pushover. No one cares about seal drama or whatever else, just hit greed like second nature. For current, you have a few things to be restrictive. 1. weekly lockout, so people are not going to be hitting that need unless it is really important to them glam or upgrade, same for greed. Seals can't be claimed when it is current. So ... i really do not get why SE is doing this.

    A few better solutions would be making a currency that GOES IN CURRENCY TAB (so sick of currency inventory bloat) or make a 3rd button, need, need for off spec (only lights up if you meet level requirement) then greed. This greed wide... really does not help anyone.
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    Last edited by Vstarstruck; 04-25-2018 at 09:08 AM.

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