Quote Originally Posted by Delmontyb View Post
It very well could make a huge difference, I would expect that it wouldn't. But that expectation might be incorrect and lead to a lot of frustration. I agree with you, that it shouldn't be hard to do these things. For me the picture will be crystal clear when we get our hands out 2.0. For now, you can chose to believe that 1.xx is capable of doing X, or that it was setup correctly, and it's easy to be expanded, and have things adjusted. (I would say, Item drop rates for one would be very easy) and your last point you make, I would agree that should be an easy fix), but I can't say for certain. There are other decisions, and factors that we are not aware of, and it's because of those that I am taking a wait and see approach to the relic system (as this is the topic at hand).



I agree, like you said, increase the amount needed, and have 100% drop rate is the ideal solution.

That being said, most of everything you said is spot on, the exception being what is ideal. In the ideal situation the team can share the framework, between systems, that's the best way to do it. Make it once, re-use where needed. But, and I might have this wrong, the primal drops check the players inventory and places the items directly into there inventory. So it does something different (again, less I'm mistaken) then the seals that drop from Hamlet. As the seals don't check your inventory first.

This could be a few things:
1. An extension of the system/framework in place
2. A different framework

My whole argument is that there currently isn't anyway to prove (outside a dev response) why the systems are the way they are perceived to be. And really, until we get our hands on 2.0 will we have any clearer picture, of Yoshi-P's development philosophy.

I would prefer that it happened before 2.0, but if I had to vote on getting 2.0 on time, or having a better Relic system in our current build, I'd vote for 2.0 on time hands down. Now, this is just my vote, and I assume the Relic system (or Relic weapons) will be in 2.0, if they are not, then I'd like to know that too, so I can start playing the lottery now.
Everything ya said is valid, some very good points, 2.0 could come and we see several systems and alternations to obtaining things and how things are done, and while the system is likely separate due to the inventory checking but it could be conditional based, if they use common languages that is not difficult to do, based on similar coding methods. We dont know tho, its getting very gritty to discuss the core functions.

I think a lot of cases when they say "Cant do it with the current system" its more of "I'd have to deleted it and rewrite it all over" kind of thing, which is what they have done to the whole game in a sense. But that doesnt mean conditional setups and function calls don't exist, they do ( i can say fact here XD), 2 reasons, 1 its obvious and 2. decrypt their UI files and you can see code function calls lol

While 1.0 is messed up and stuff, from a programming standpoint a lot of functionality exists that we can already see infront of us (example given by the method i pointed out by adjusting 2 variables).

That said, this whole thing, could not even be a technical solution. It could just be a frame of mind. If you look how Garuda went down, people spammed it. Likely, most of this is to blame of the exploit, but even so it was a very small set amount to get 7/7 weapons. When you get 2 every time you need 40 thats 20 runs per weapon making is so you only have to do it 140 times, this is a very, very small amount of times to fully complete that content and a lot of people did this who have Garuda wins. Maybe he doesnt want it to be completed so easily when people were taking very long time to cap out Ifrit and Moogle weapons.

We can see Relics in dats, and usually when they're in dats with stats they're good to go, but they not in yet, likely requiring more content (New GC weapons need new Rank), the purpose of relic is to take long, how do you test the length it takes to obtain something without giving the item out once the requirement has met. We could see that further quests onto obtaining relic might be much more difficult and creative controlled based on feedback obtained from the RNG series of quests.

That is tho, a theory, that it has been done intentionally by design view and not technically.

Which worries me, design views are not really limitations because its how Yoshi thinks, and if his mind is set on RNG is good, then we will see it in 2.0, 3.0, 9.4837498 no matter version its his design choice.

But coming back to technical, it could be, as i think you mentioned, why do all the work in 1x when its already done in 2x, i know that feeling very much from a developer standpoint.