

I like the idea, but stat is way too close to each other, has to be somewhat worse so hard mdoe actually worth the effort.I like the idea.
Maybe something like.
Heavy Darklight Armor: Def 308 HP+160 Vit+20 Eva-20 Meva +10 Regen +5 Enmity +45
Heavy Example? Armor: Def 268 HP+120 Vit+15 Eva-15 Meva+ 5 Regen +2 Enmity +30
Could use a simpler Darklight design or the same and be a much more common loot.
I don't really understand the purpose of this.
As it is now there is high end `endgame gear` you don't have the time to get, whatever that means.
So why not just accept you might not get it?
What is the purpose of having two varieties of dungeon drops? You don't have the time or the group to get it. Won't this still remain true of the HQ version of the drop? They'll be something you won't have the time or the group to get.
You'll be fine with not being able to attain it? If the answer is yes...
So why are you not fine with it already?
SE isn't going to add a "casual darklight drop" so this is all just theoretical but I honestly don't understand.
There already is "casual darklight;" it's called AF.
In order to better aid the casual player, many drops are made sellable. This way a person who does not have the time to fetch gear out of the dungeon can just buy it in the shops.
Plus, if we take Darklight as the 'HQ' gear available, there is already a plethora of equipment easily obtainable that would have stats similar to the suggested 'NQ' version, so there would not be a need to add more items.
We need to take care of having both easy mode and hard mode of this game implemented into one world. A better option (IMO) would be servers dedicated to easy mode or casual players, and another server dedicated to hard mode players. And all content can be scaled accordingly.
Hardcore players will just go to the easymode server and completely own it lol.In order to better aid the casual player, many drops are made sellable. This way a person who does not have the time to fetch gear out of the dungeon can just buy it in the shops.
Plus, if we take Darklight as the 'HQ' gear available, there is already a plethora of equipment easily obtainable that would have stats similar to the suggested 'NQ' version, so there would not be a need to add more items.
We need to take care of having both easy mode and hard mode of this game implemented into one world. A better option (IMO) would be servers dedicated to easy mode or casual players, and another server dedicated to hard mode players. And all content can be scaled accordingly.
Do you really think people are going to sign up for the "very hard drop rate server"?
"Hardcore" and "casual" players need to play by and exist under the SAME SET OF RULES. Casual players need to simply accept that there will be things in the game that they don't or might not have.
Telling a large part of the community (that happens to be `hardcore`) that you have to do this, this, and this, to attain and accomplish this, and then change the rules afterwards so you don't have to do anything... this is a recipe for MMO destruction.
The developers of SWG did this and it killed their game.
It's like your boss making you work 14 hour days for a year straight with the promise of a 50% pay increase and then when that year is up he decides to start all new employees at the same pay rate.
The terms "hardcore" and "casual" are dumb. Making different rules for them is even dumber.
SE should give us a game. The same game for everybody.
And in that game you can devote as much or as little time to it as you want, and accomplish as much or as little as you can. No special rules. No making it harder for some and easier for others.
Anything else would be absurd.
Personally I would go to Hard Mode world as I am not here for easy-mode play. However, I do wish to differentiate between 'hard' and the over-used-randomization we have here. Let us not confuse the two.
Easy Mode / Casual = Gear obtained easily by a casual player who can only invest a few hours per week but wants to get nice / special gear.
Hard Mode / Dedicated = Gear obtaiend by a player after a lot of skill, practice and determination. After investing hours per day to get that good gear.
(Note: This has nothing to do with doing 200 15 minute runs and hoping the /randomizer drops for you, but is based on the ideal concept of true strategy and optimisation).
Which leads back to the original point:
If a casual player can not (by definition) put in the same amount of time as a hard-core/dedicated player, then the rewards should be different. However, to fill the same world with both types of rewards can lead to odd or unsatisified situations (i.e., the casual player will still want to have the same gear the dedicated player does). Case and point: The world already has the ability to give 'NQ' level gear but a request is being made to alter this to be more similiar to the HQ gear.
The viable solution is segregation. The backing for this is the fact that many other games already come with the concept of 'easy' 'normal' 'hard' 'suicidal' modes.
Although to be honest, there are far far better solutions to our dilemma than this, but most would require a very significant change to all aspects of the system.
Everyone will just quit the game and without the 'hardcore community' the casual players will be sunk. They'll be nobody to formulate their strategies, they'll be nobody to craft their gear, they'll be nobody to gather their materials.
The answer to this `problem` is found in providing lots of content. Hundreds of open world NMs, plenty of NMs, plenty of instances, some very difficult, some not so difficult. This way everyone is happy.
As long as players without a lot of time to invest in the game have something fun to do when they log on I don't see what the problem is. Players without a lot of time need to stop demanding they get everything.
In XI there was plenty to do and plenty of fun challenges for everyone. Casuals camped NM's together and killed NM's together and advanced through storyline missions together and leveled up their jobs together. They didn't cry all day because Tiamat was too difficult for them.
In an FF MMO there should be multiple levels of challenge. Some things are challenging but fun and rewarding for casuals and they are a joke to 'hardcores'. Somethings are challenging to hardcore players and seemingly impossible for casuals. Some things (AV & PW) were seemingly impossible for even the hardest of the hardcore.
Nobody complained. Everyone enjoyed themselves. Everyone accepted there were some things in the game they might not be able to attain but always new peaks to reach.
Anyway, "casual darklight"... not going to happen. Sorry.
That is the problem I wish could be fixed. Segregation would address that with a big 'CLICK HERE TO WIN EVERYTHING' button, then those people would be happy. Of course, as you say, there will be many other downsides.
With this, little Taru, I agree and hope. FYI: As a mage, I reviewed the 'darklight' and the 'alternatives' and noted the alternatives were close enough to be sufficient, especially how easy the alternatives are available.


First they have NQ gear that is 100% drop rate. It is the green stuff. That is casual gear, the blue gear is hardcore gear. And as other said Hardcore must exist in the same realm with the casuals with the same rule set. We as humans are naturally lazy... no one will choose to do the harder path willingly.
SE and other MMOs need to stop trying to make all the content be for everyone and just make content for everyone.
There is no content in the game that will make both the casuals and hardcores happy, it simply does not exist. The 2 player bases literally want opposite thing. Being in the middle only pisses off both partys and makes everyone quit.
Casuals need to just accept the fact if they refuse to dedicate 30-40hrs a week into a game, they will never be the best at it, they will never have the best stuff at least not in any reasonable time frame. That is how it works in all aspects of life, you get what you put into it. Everyone should have the option to choose their own path in a mmo, if someone chooses the casual/laid back path they need to get what comes with that choice. What SE MUST DO is have content for all the paths. Have content for casual that they will enjoy, Make it where they can log in 10-15hrs a week and enjoy the game. Also have the 24-74hr rare spawn nms, extremely longterm goal oriented, 32man 3hr raid content stuff the extreme hardcore enjoy. Something for everyone is the key to a good mmo.
If SE wants the game to be a theme park where everyone has something they enjoy... we need to get away from just the flying elephant rides and put in STUFF FOR EVERYONE.


Casual doesn't mean easy mode, casual just means short timed event. Last thing this game need is to encourage bad players, so far every content is casual because it's only 15min-1hr long. That is casual-friendly, It's just not terrible-player-friendly.
There is no need for casual server because what we have now is casual server.
When they add 3-4hr long events, then u can call that a-non-casual-friendly event.
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