The dev reply could be referring to content that exists along side the primal fights. For example a player could earn tokens to be later used similar to company seals do now in order to buy gear.
The dev reply could be referring to content that exists along side the primal fights. For example a player could earn tokens to be later used similar to company seals do now in order to buy gear.
Which is perfectly alright for the future but the current primal fights and dungeons have a poorly designed loot system and players are forced into this constant grind and frustration every time content is added. I don't understand why they would continue with such systems after the huge negative reaction they got when ifrit was first added before they were forced into adding totems.
I know the meaning of casual, i was referring to whether the loot system can be considered rewarding to the casual player. If the drop rates are so bad that someone who spends hours a day for months can't get the drop, how long would it take for the average casual player who can only login for a few hours during the weekends or for a hour during the weekdays to get the drop. How many of these casual players would want to use the small amount of time they get to play to do these dungeons and log off frustrated and disappointed
Content needs to be rewarding or why even bother doing it, can't claim the game is for the casual player if in order to be rewarded, you are forced to grind the same content for hours a day for months to get a decent chance at drops, and even then the chance is low and no guarantee you will get it for putting in that amount of time.
Last edited by Shura; 06-04-2012 at 07:48 PM.
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