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  1. #1
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    Some things shouldn't be highly accessible to most players, but nothing should be locked away because a person doesn't play 24/7.
    Shitty players shouldn't be able to access everything because they're on alot and good players shouldn't be barred from said content because they don't play enough. Time spent online shouldn't be a deciding factor, within reason, say 2~3hrs should be enough time to go in and do anything once. Though what we ended up with was a little obnoxious.
    2 of this statement is very contradictionary, one you suggest some content shouldnt be accessible to most players but doesnt lock them away, 3hour content does lock people away that doesnt have that playtime.

    2-3hrs is long and you still need time to reform group and such, it will lock people that doesnt have playtime away.

    Currently all content is casual friendly and should remain that way, sure currently RNG system does frustates people, they should probably tokenize alot of things, but again how do you keep some things prestige? when you tokenize everything, all become predictable on how long it takes to achieve? how do you maintain something to be a rare? Nobody has come up with solution to this.
    (0)
    Last edited by Chardrizard; 06-14-2012 at 09:50 PM.

  2. #2
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Chardrizard View Post
    2 of this statement is very contradictionary, one you suggest some content shouldnt be accessible to most players but doesnt lock them away, 3hour content does lock people away that doesnt have that playtime.

    2-3hrs is long and you still need time to reform group and such, it will lock people that doesnt have playtime away.

    Currently all content is casual friendly and should remain that way, sure currently RNG system does frustates people, they should probably tokenize alot of things, but again how do you keep some things prestige? when you tokenize everything, all become predictable on how long it takes to achieve? how do you maintain something to be a rare? Nobody has come up with solution to this.
    Perhaps I said that poorly. To restate it, hopefully more clearly though.

    I don't think that content, regardless of time inside, should be restricted to players that have alot of time to play. It should never be a matter of how many hours a day you play. It should be based on whether you are skilled enough to gain access(pre-req quests) and to clear it. If 2~3hrs is more than you have everyday that you play so there's never a chance for you to do something that takes 2 hours I don't think your likely to be looking for these type of items anyway. Alot of spammable 15min content with entry reqs that can be completed by a naked level 50 is a little too accessible.

    I think, being a player with less time during the week(usually 2~3 hrs) that wouldn't have time to form a PuG and go do something like this, I can say pretty fairly that I can still toss in a couple 3+ hour runs on my weekends, when you toss in that one of my days off is during the typical school/work week, I also all but lose the support of my LS until normal times so PuGs are what I have to do or solo farm/gather/craft for alot of my day. Only a couple people in my LS are online at off peak times on a regular basis. Still I'm not kept out based on time, I can enter if I can gain access(pre-req quests?), just not as often. I am however going to need alot more RL time to complete w/e the thing is due to getting less chances per day/week.

    The rarity of an object based on luck just means that if the RNG strings a series of wins then alot of ppl have, if not then not many have. Skill being the determing factor means that if your good enough to clear the content you have, everyone can get it but some won't, or won't for a long time. Add to that a large number of items to collect from that content and between the difficulty and the time needed it will remain something that not many go after. Few people went after full relics/mythics in XI, the content was very clearable, but getting through it enough times and collecting enough of everything turned away many many people that didn't want to spend thier play time on that. Making those very rare in spite of everyone being able to get them if they put in the time.

    Needing 100 of each primal totem(@100% totem/win/person ala Garuda) wouldn't be terrible. You've the choice of saving for that relic or getting the primal weapons off the top. If you have the tenacity to do each primal 100+ times with only the one reward after all of the fights great, many will not go 300 wins(between the 3 primals) because it will just take too long and the primal weapon is good enough for them.

    Random is not the way to make a thing rare, it's a way to make a thing maybe rare, maybe not rare. The current system makes a thing frustrating as hell for one but not so bad for another, maybe. I really don't think anyone can say it is good.
    (2)

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