
Originally Posted by
Airget
Reading over the Karma system it seems easily exploitable and a means to convince competitive players to buy two versions of the game so that they can easily maximize themselves.
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To the OP you say the content doesn't take skill, then you're saying that when any of this content is released it's always 100% success rate, people never fail these dungeons at all? You're complaint seems to be tailored to the fact that people understand the dungeon and thus can get by with little issues which is the point that it becomes spammable. It's honestly no different from what you see in XI's events aside from the fact that they can only be done once a day.
When it comes to being able to spam certain events it comes down to the casual player. The majority of players who complain about content going by to fast or obtaining things to quickly are usually the hardcore players or those who have time on their hands to get through the event and spam it.
For a casual player however perhaps they only have 1 day in which they can do dungeons, so the ability to spam said dungeon for the whole day is a godsend for them if they just don't have the time to do it later in the week. Unlike in XI when Dynamis use to be on a 3 day cooldown people would have to dedicate 2 days to doing dynamis on a set schedule and such.
At the start all content is difficult when you don't understand what's going on but once you learn all the tricks behind it it's easy to get through. Honestly speaking the "speedrun" is only a natural order in which this type of content evolves into to. You've learned everything there is to know about it, now you attempt to run through the dungeon in the quickest manner possible.
People tend to forget that things in this game are designed to allow casual players to maximize the time they have. It's just that the hardcore have the same tools so they can get even greater use out of it. Especially now since anima is pretty much limitless. Anime, leves, dungeon cooldowns.
In a sense it comes down to this, would you rather have content with a 15% drop rate that you can only do every three days, or content in which the drop rate is 5% but you can do it as much as you like? 3 days equates to only being able to enter the dungeon twice a week, and if you fail you have to wait for the cooldown.. wouldn't that be quite discouraging if perhaps you made a mistake at the start or an unfortunate d/c occured.
The system set up in 14 is one which allows players to make mistakes since they do happen at times, but rather then all their progress be lost or waste a chance to obtain loot, they are free to try again right away which is why things become easier much quicker. People have more time to play around in the dungeon and can build up strategies for it quicker. With something like dynamis the reason why it may seem like it took a while to understand is because of it's cooldown, if people can only enter it 3 times a day, then you want to win, you don't always think of trying to understand it, but you try and balance both understanding the strategy behind it and winning. If dynamis was set to 1 day strategies would prolly have been set in place 10 times faster, and if people could spam it then it would've been figured out in 5 days lol.
There's nothing wrong with the content now, it's designed for casuals, it's designed so that even people with little time on their hand can actually enjoy all the content in the game.