It still wouldn't give them any credibility, they lost that a long time ago. By banning dissenters they've lost any respect I might have had for them, and have proven they are not to be trusted.I got constant bans from mmorpg.com for disagreeing with the reviewer. They think they are right about everything to hell with what other people think, now if they post an up to date review and the reviewer actually plays the game rather than watching youtube vids, I will give them some credit.
i completely agree with the primal drop rates, i love the game and play it all the time. hell im playing it right now, but i've done ifrit and moogle so many times and still rarely get anything i need, it makes me not even want to fight them anymore, i just always expect dark matter >.>
and i cant even try garuda much because nobody does it since its so hard, and if people do do it, its in a ls with a group of people who do it together all the time and probly talk on vent together. im just saying that you cant do that with random people which really sucks.
but back to the point, im not saying drop rates for primals need to change exactly but they should at least be passable. i cant tell you how many times a party member got something he didnt want or had multiples of and it was just lost.
i know i got 3 ifrits blades sofar and dont have my gld lvled.
totems are a joke too and dark matter is a slap in the face
dont hate, it had to be said lol
Awesome review. And I agree. This speedrun mentality has to go.![]()
I think a big reason for all this luck based stuff is simply that there's not enough content to keep interest if it was skill based.
A lot of people would finish too quickly.
It is possible the speedrun mentality could stop in 2.0 since if you consider how the servers are now, when to many people are doing an instance it becomes harder to enter, which is true for an event that just started. So making it where said event is timed and encouraging people to finish it fast helps to open up space so groups can enter quicker and not be thwarted by those who may take their sweet time killing everything. When the fact is that speedruns help to improve the loot you gain I guess one could conclude the reason for it is to help open up instances. If instances had no time limits and people took their time to comb through the dungeon then odds are we would run into a lot of issues in which people can't enter a dungeon because groups are hogging it. So when they are forced out by a timer and have to wait to re-enter it makes it easier for the next group to enter since said group that just left can't compete.
With that said though I'd like it if they took more of a Hamlet route with how they determine the loot. Using a point system perhaps keeping said dungeon time based to an hour but make it where speedrunning isn't the best way to go about it. Or even add it where unlocking certain mysterious requirements grants the chance at additional loot. The golden bat appears in the 3rd room after opening the last gate to the boss but only if you've slaughtered all the mobs before opening the gate to the boss. Granted it's simple there could also be more complex requirements like having to kill certain mobs or luring a group of mobs to designated location.
There are a lot of ways they could go about it but most likely due to server issues we'll be dealing with speedruns til we are in 2.0.
Read the entire thing, was a good review, it really made me think how far the game has come since launch and all the anoying things in the game that have been fixed.
That's somewhat true, but people who can do it quickly are going to try and finish it ASAP, get their drops, and move on way before new content comes out anyways. Giving the dungeons artificial longevity through a poor drop rate that rewards luck more than skill is just bad design overall, and that's not counting the lag and instance congestion that occurs from groups constantly repeating the dungeon who would otherwise have stopped by now if not for the badly designed reward system.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
Hopefully that will change as they add more things to do.That's somewhat true, but people who can do it quickly are going to try and finish it ASAP, get their drops, and move on way before new content comes out anyways. Giving the dungeons artificial longevity through a poor drop rate that rewards luck more than skill is just bad design overall, and that's not counting the lag and instance congestion that occurs from groups constantly repeating the dungeon who would otherwise have stopped by now if not for the badly designed reward system.
That was somewhat a good review in a viewpoint of a knswledgable MMOPRG player of the game he's reviewing. Gramul above makes a good point and it's a point where "Squenix" is at fault. Like 5+ years developing this game before launch and nowhere near the amount of content expected from collective data from what worked in FFXI?? Where's the cross examination consisting this observation.
The review was positive. FFXIV deserves a review reflecting its improvements! I'm real sure the RPG style of 14 will improve, the UI will improve, the playability, the drop-rates, the story, the content in general will increase and improve....(pheeew). We still forget that SE has developed/ published... so many RPGs and just one MMO... that's still running from the year 2003!
That review really should've talked about points concerning things we can't really see and why we can't see it. The game in the state it is now, was it meant to build up to this point as planned?
As long as the 2.0 content will have me(and most of you) playing till 2013 and beyond with minimal updates(not including maint.), it'll be well enough compensation for the fail and catching up they had to do within a whole year. They promised us new areas, meaning expansions. It really should be halfway on par with Final Fantasy XI. That should of been in the review and 'that' my friends would of been priceless.
Oh, shout out to my LS: Lux Nocturna. You made me the Monk I alway wanted to be! (I just don't have my plush Moogle-fist yet) We will survive!!! XD
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Last edited by PSxpert2011; 05-23-2012 at 02:28 PM.
~'\[[_LEGACY_]]/'~TENTs because solo-friendly content forces me to want one!
(HP + Instantly logout anywhere)
*Excalibur* Nation: Limsa Laminsahttp://na.finalfantasyxiv.com/lodestone/my/
As someone whose party got two drops in the Golden Bazaar in five runs (scythe and choker), but am currently sitting at EASILY 0/200+ on Ifrit's Bow, I can guaran-damn-tee you this game's entire drop system is luck.wow a good honest review? the world is really going to end isn't is? o.O
the only thing i disagree with is that i think the low droprates on the primal battles are exaggerated in my opinion (maybe im just super lucky which i doubt) and he forgot to state that garudas tokens have a good droprate.
Except Garuda, where is just plain damn impossible to even beat since the patch without either Krishna, Zeus or Susano-o somewhere in your party lineup.
I liked the article, but I sort of feel like a lot of what the author was saying was based on what their expectations for 2.0 are rather than where the game is at now. Enthusiasm is all good but...I hope no one is banking on a miraclefixeverythingomggoldencancercuringrobots patch anymore and we can move past that childish notion and just enjoy what comes.
Last edited by Kiroh; 05-23-2012 at 02:41 PM.
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