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  1. #26
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Zantetsuken View Post
    EITHER of the following quick-fixes would be fine by me:
    • Allow players to pass weapons to other party members
    • Remove weapon drops, boost Totem/Charms drop rate - at least two drops per party per fight

    My ideal solution (pre 2.0):
    • Remove Weapon drops.
    • Chest is guaranteed to drop 1-2 Totems/Charms (no longer trade-able)
    • Chest also drop 1-2 random thematic HQ rewards (eg. Eye of Fire, Obsidian, Fire Clusters, Rubelite, Fire Potion, Electrum Ingot, etc. for Ifrit).
    • Trade-in increases to ~20 totems/charms per weapon as well as some other high-end materials (eg. ingots, leather, etc)
    • NPC then "Crafts" weapon for you.

    Advantages:
    • Obvious progression towards getting a weapon.
    • Players not burnt by terrible luck.
    • Players can get their weapon of choice.
    • Thematic rewards enhance the elemental aspect of the encounter = immersion +1
    • NPC crafting = immersion +2


    Disadvantages:

    • Lack of suspense in opening chest.
    • No 'Big Reward' for victory.
    • First-timers will have to grind to get weapon instead of having a chance at a lucky drop.
    • Players may abandon content after getting their weapon of choice.
    Agree with this post, I don't see a noob getting a chance at a weapon the first time as a disadvantage though, they should work just like everyone else. (Currently this is one of the most infuriating aspects of these fights when a new lvl 50 is carried through the content and walks away with the weapon you have been wanting for months)

    Good suggestion though, pretty much the same as I would like to see happen.
    (0)
    Last edited by Jinko; 04-13-2012 at 02:54 AM.

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