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  1. #41
    Player

    Join Date
    Jul 2011
    Posts
    231
    Quote Originally Posted by Nixius View Post
    You mean like Sea/Sky from XI? I can get along with those, but I don't think such content which requires a lot of thought and development will be here pre 2.0. I think to be quite honest this content is to keep people occupied until 2.0 - at which point I HOPE we will get more imaginative and interesting dungeons etc
    i think you hit the nail on the head... however with a little ingenuity it doesnt have to be that way.

    to implement my example above all they need to do is implement one more mob.. hell maybe they can ditch the nm and have 2 items from each area instead of one- which can then be traded to an npc... all that is required is imagination

    there are 4 world HNM sitting in their deck chairs drinking pina colada's while everyone runs past them.. what a waste!
    (1)

  2. #42
    Player
    Mikita's Avatar
    Join Date
    Mar 2011
    Posts
    1,136
    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Asiaine View Post
    It is in SE's interest to make gil ^.^;

    Please keep in mind the following key things:
    1) What one person considers fun may not be considered fun by an other. So SE has to decide whose fun should be addressed.
    2) What one person wants NOW may actually be decremental to SE in the long run, so SE has to balance instant gratification versus long time satisfaction.
    Thank you.

    You have said it much better than I could.
    (1)

  3. #43
    Player
    illriginalized's Avatar
    Join Date
    Dec 2011
    Posts
    289
    Character
    Illmortal Tyr
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    I don't think a program can compute luck.

    Anyways, I do find it interesting that speed run = higher probability of DL armor dropping according to many players on Masamune.
    (0)

  4. #44
    Player

    Join Date
    Mar 2011
    Posts
    412
    Quote Originally Posted by Rogue View Post
    this is a little short sighted, do you think it is reasonable to lose subs because your game is boring?

    "They chose to die, because they had hope."
    - Lady Yunalesca
    (0)

  5. #45
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    Darklight drops should be rare, and take a great deal of difficulty to get. However I don't think running CC/AV 300 times should be how this is done. I understand that currently this is how they need to do it because they have to drag out the content, but for 2.0 this will be unacceptable.

    Also i've found that Darklight drops when we screw up and have lower time over a Speed Run. Luck? Who knows.
    (1)

  6. #46
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    They just need to get rid of Time Attack and give another way to recieve the best gear from the dungeon. Japanese obviously hate it, so hopefully next set of dungeons they release won't have this. Time Attack is DUMB.

    SE needs to

    Hard Dungeon + Increased Drop Rate - Time Attack + Something better than TA = GOLD
    (0)

  7. #47
    Player
    Quesse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    Quote Originally Posted by Rogue View Post
    i know this is a common complaint in a few threads, so i figured it wont hurt if i make my own :P

    I havent seen a single drop of darklight, its getting to the point i would be happy to see a drop even if it wasnt in my loot list lol.

    Devs- is this the future of FFXIV?
    Apparently, yes it is.

    Quote Originally Posted by Camate View Post
    Previously we made an announcement mentioning that in patch 1.22 we would adjust the exchange rate for items collected from primal battles. As the development team was making adjustments, after giving thorough consideration for balance and other aspects, they have decided to reduce the number of Kupo Nut Charms to 10; however, the number of Inferno Totems will not be reduced and will remain at the cost of 10 each weapon.

    We apologize for the change and appreciate your understanding.
    (0)

  8. #48
    Player
    cannonball's Avatar
    Join Date
    Mar 2011
    Location
    Gridinia
    Posts
    28
    Character
    Cannonball Mcdoogles
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    well as for my LS we run AV/CC almost every nite, 4-6 clears a nite, most are speedrun.. we have been doing this since the launch of the patch.. we have 4 DL items.. I did notice that in the beginning the rate seemed alot higher than it currently is, we got lucky one nite and got 2 pieces from one run in CC, right befor the last maintenance.. in the 2 weeks following , we have gotten zero drops.. I dunno, but I think they reduced the rate during that last maintenance. As it stands now.. with like 0/50 runs.. it messed up. We have put in the hours and worked hard developing a strategy to do speedrun, and have very very little to show for it. I think if we can achieve a 5 chest speed run our rate should increase by the amount of chest popped.. reasoning is the better you are the better the reward. SP5C is not very easy, and the rewards for such feats should show that.
    (5)

  9. #49
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
    Posts
    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    I could care less about darklight specifically. What concerns me is the precedent of 100+ runs of tedious repetition that is in no way difficult. Really think we need developer comments specifically addressing the future of this aspect, as I'm sure it's on many people's minds
    (0)
    Last edited by EdenArchangel; 04-13-2012 at 01:25 AM.

  10. #50
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Asiaine View Post
    Please keep in mind the following key things:

    Getting all DL gear right away may make a group of people happy. Then they will go away for a few months until new content appears. If this repeats, after a year this group of people may just loose interest in staying. This does not benefit SE.

    Getting all DL gear slowly may make a group of people unhappy. They will post their unhappyness on the lodestone, and a portion of those may go away.

    SE then must make a decision:
    How many players will leave if things are easy, and how many will leave if it is hard. If it turns out that 0.1% of the population will leave if DL gear is incredibly hard to get, but 5% of the population would leave if DL gear is easy to get, SE will choose to forfit the 0.1% of the population.
    Hi Shayla,

    If we only had 2 options as you're describing that's true. But I think what Rogue and others are bringing up is that there's definitely room for something inbetween those 2 extremes.

    There have been numerous good suggestions by players on the forums over the last few months, on how to add longevity and incentive to max level content, without the need to resort to the current, simplistic, mind-numbingly repetitious system of "super low drop rate, repeat / spam the same fight hundreds of times to stall for time / keep people busy."

    I listed some of the ideas in an earlier thread:
    http://forum.square-enix.com/ffxiv/t...Level-Content/


    And while there's no perfect formula for making everyone happy (agreed) , with some foresight and proper planning Yoshida-san and the Combat Team *could* have (and can still) implement systems to make repeating content *far* more enjoyable and incentive-laden than what they've created so far (even with current assets and/or minimal increase in new assets).
    (3)

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