That's the thing. You say you doubt it yet i've already done quests like that on the GW2 beta and with some of the dynamic quest that WoW has. I mean, I no where near expect all 200 quests being entertaining, but people are making it out as if all of them will be boring.
I've played many mmos, I really am tired of those quests. They are mindless, solo orientated.That's the thing. You say you doubt it yet i've already done quests like that on the GW2 beta and with some of the dynamic quest that WoW has. I mean, I no where near expect all 200 quests being entertaining, but people are making it out as if all of them will be boring.
Good post Rute, Glad to see this mentioned! Hopefully this can lead to a few good sneak previews of things to come. I would love more open world events, and end game orientated stuff. However knowing this is still "beta" till 2.0 Makes you wonder what will show in 2.0, after 2.0 and the years to follow. SE has been taking steps in the right direction so far for at least me, the more this game becomes like FFXI the better in my personal opinion. Guess its a wait and see approach for us!
Why so surprised? It's not the first time, Rokien, if you look in the Lancer Forums you might remember that.
I'm not opposed to all your ideas, as much as I am opposed to your methodology, which is "Fling as much crap to the wall as I can and see what sticks." It's exasperating at best, trolling at worst.
Other than that, it's just a matter of finding the correct balance, compromise, and variety to make this game the most successful. So the idea usually means add more content is ok by me, as opposed to take away content you don't like simply on the grounds that you don't like it.
My dream for the game is a widely dynamic game with differing players each finding their niche that they are both good at, and passionate about. The difficulty with that is doing it in a manner in which these various methods don't overtly clash. It just so happens that the hardcore mentality OFTEN clashes with these ideals. They want to be the best, at everything, they want it obvious they are the best, and they want to hold it over everyone's heads, often in ways that can be considered cruel and rude. I have seen countless examples of how this gouged a huge divide in the FFXI base, and I don't want to see it here. That means the Hardcores are going to have to give up a little in the pride department. Or at the very least be more good-nature-ed about it then they have in the past.
In this situation, it's the monopoly and foul play that needs to be snuffed out. I've already mentioned loot alternatives, but it seems that the crafting system with double and triple melds has that covered, so long as Yoshi makes crafted/melded gear comparable.
People seem to still want things like Abjuration gear, though personally I'd rather see interesting Meteria drop and be trade-able.
Imagine if say, killing a dragon dropped a meteria that occasionally absorbed a specific element of damage on a percentage determined by the tier of meteria? That boss would now have continuous value on top of the U/U gear he drops, and as it's a consumable, there will always be a market for it. A balanced market if the Dragon cannot be monopolized.
I see the word "monopolization" coming up a lot so I think we need to identify why certain linkshells were able to monopolize certain HNMs (or most, if not all of them) and let's just keep the word "bot" out of the discussion because everyone who was either in a super-shell or at one point got overwhelmed by one knows that wasn't always the main factor and sometimes not a factor at all.
Let's use Tiamat as an example because I think it's a good one. It dropped a game breaking piece of gear for one of the most important jobs in FFXI and -maybe more importantly- was sellable, and sold for 25~50 million gil for a very, very long time. It was on a 3~5 day repop timer so it couldn't really be camped by an entire linkshell like Nidhogg, and required linkshells to produce claim parties that could stop what they were doing, port out, cover 3 zones, and claim before their rivals. I think Tiamat makes for a good mob for discussion when it comes to why linkshells monopolized and how they were able to.
Ultimately, it just came down to motivation. Overly simplified? No. Anyone who was in a super-shell knows they dominated Tiamat and mobs like Tiamat because when the pop was announced in LS chat they were gone, on their way to the zone regardless of what they were doing, organized, ready to go. No exploit, not third party program, just pure, unrivaled motivation. If two linkshells had this same motivation and LS philosophy there would no one LS monopolizing and both linkshells would get their slice of the pie. If 3, the same, and etc etc.
Why did linkshells not get claim on mobs like these? Let's just clear the air in the interest of honesty. A lot of linkshells couldn't kill these mobs because they didn't have the practice or skill. If the reason was a lack of skill why they didn't get claim doesn't matter. If the reason was practice it was their own fault for a lacking motivation. Jormy was up 24/7 and if a linkshell can kill Jormy they can kill Tiamat.
So unmotivated linkshells, even moderately capable ones (doing sky, doing sea, etc) were simply not as motivated as super-shells and this, and this alone, lead to monopolization. If you walk away from content you cannot blame others for "monopolizing" it. That's absurd. Nor should you NOT design content because some fall into a state of defeatism easily and ignore it while complaining about those who don't.
Last edited by DarthTaru; 07-12-2012 at 03:28 PM.
The original post may be summarized as "people should like what I like, just because I like it":
- Some people enjoy doing caravans because it's easy to do, fast, and it yields useful rewards. You think this is pathetic.
- Some people enjoy instanced content because it yields decent rewards over time. You think this makes the world monotonous.
- You enjoy camping a HNMs for hours with a high chance of getting nothing as reward for your time. You like this and we must also like this because you do, even though it is more time consuming and less rewarding than the previous two options.
We'll take it into consideration.™
This sounds a lot like the complaints I always got to read in my XI days. They usually came from people who never camped, too; people who'd already given up without trying because they were set on thinking they'd never manage to get a claim unless they used a bot.
Sure, there were times when you camped for hours and got nothing, but you do know that if you did get the claim and managed the kill, you would most likely get something out of it, right? I found this a lot more thrilling and more rewarding in the end than repeating the same invariable instance a bajillion of times while praying for something to drop. Maybe that's just me, though.
This game, in my opinion, needs some of that thrill. I'm ok with instances (heck, salvage was perhaps my favorite endgame event in XI), but the game definitely needs more than that.
I wholeheartedly agree with the OP.
Last edited by Klefth; 07-13-2012 at 01:21 AM.
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