For me it sounds good so far.
For me it sounds good so far.
One thing I do not understand, they are all talking about this method is bad for endgame players but you are not thinking about the other players that maybe need only equip a class, they will have to do dungeons and as a player , which has equipped almost all classes, take the equipment
Really if you're only using one or two or three classes ... Why do you have to equip all? This system is also implemented for that reason, but rewards those players with tokens that will be worth to change per team to continue doing dungeons without taking the item to someone who really needs it.
For example if you get one token per time you do the dungeon and Darklight Heavy Armor worth 10 tokens in 10 attempts will have it and will avoid unnecessarily removing it to another, this is a much higher rate than the current you can do 50 or 100 or even see it fall.
Its not bad for endgame players, its bad for hardcore players who have 10h a day to play. The hardcore will burn through the content pretty fast and have nothing to do since drops won't require a insane amount of spam/grinding to get. I personally am in favor of a more casual system, increase the challenge and reward players for completing the task.One thing I do not understand, they are all talking about this method is bad for endgame players but you are not thinking about the other players that maybe need only equip a class, they will have to do dungeons and as a player , which has equipped almost all classes, take the equipment
Really if you're only using one or two or three classes ... Why do you have to equip all? This system is also implemented for that reason, but rewards those players with tokens that will be worth to change per team to continue doing dungeons without taking the item to someone who really needs it.
For example if you get one token per time you do the dungeon and Darklight Heavy Armor worth 10 tokens in 10 attempts will have it and will avoid unnecessarily removing it to another, this is a much higher rate than the current you can do 50 or 100 or even see it fall.
The challenge of the dungeon/content should not be luck. Darkhold when it came out is a good example, it was challenging and you were somewhat guaranteed drops, not all drops but something in every chest. The better you were at it, the more chests u can unlock and increase your chances. It's a bit to easy now but those who played when it was first added, remember how challenging and interesting it was. MMOs that is centered around timesinks, luck and grind won't last long, Aion is a perfect example, everything from leveling to pve and pvp was a grind/timesink.
Guess you dont seem to understand that if the tokens give 2nd and 3rd best gear and you are after the best gear than whats the point in tokens. This is a poorly designed system but yet players will praise it because it sounds different the the current system we have but it really isnt any different. Endgame players are not gonna settle for 2nd best and with the way they do the drops and players get locked out (2-3 drops per week or per dungeon rare drops thats is), you will find most of the endgame only crowd log out till they can get more drops. Either way you do it is still grinding with different conditions yet again on hour long content a 2-3 day lock out isnt the brightest idea, so in the end the only players that get hurt are those that just run endgame.How does it hurt endgame players when the new method is guaranteed drops? With the new way, it sounds like 6-9 drops will happen from the dungeon a week. That sounds a lot better than what we have now. The whole point of endgame is to get the best gear...and this is a much more efficient method.
Do you seriously think they are gonna allow you to get the best gear in the game with tokens? Theres a high probablity that they wont and a slim to none chance that they will. We do have info on the drops (speculation somewhat based off what what said during an interview). I cant find the original interview this will have to do.Spamming 1 dungeon all day and getting nothing is nothing to want continued. With a system of limited guaranteed drops, you can do your dungeon and move on to other things. We dont have all the info yet on whats drops either. Last was said, the tokens will be used for lesser gear, but now what is said is that rare gear will drop as well as tokens.
Originally Posted by Shura
The way i understand it, (based on the translation), you'll be able to participate in rolling, 3x a week per dungeon. So for example if a melee item drops then u can choose to roll on it or pass depending on whether u want the item or not and you'll only be allowed to roll on three items within a week.(this is my opinion in regards to how it might work) Others have speculated that items would automatically drop randomly three times, i honestly hope this is not the case since this is one of the issues with the current version; where you would do primal runs get weapons u can't use or pass, or doubles that end up dropping to the floor. In a game where your allowed to level every class, a system side random lottery is the worst possible route they can take in regards to loot.
Does anyone have the untranslated JP version of this specific question?
True. It's so much better to just have nothing drop ever but we can spam the content to the point where we hate doing it. Screw the new system!Guess you dont seem to understand that if the tokens give 2nd and 3rd best gear and you are after the best gear than whats the point in tokens. This is a poorly designed system but yet players will praise it because it sounds different the the current system we have but it really isnt any different. Endgame players are not gonna settle for 2nd best and with the way they do the drops and players get locked out (2-3 drops per week or per dungeon rare drops thats is), you will find most of the endgame only crowd log out till they can get more drops. Either way you do it is still grinding with different conditions yet again on hour long content a 2-3 day lock out isnt the brightest idea, so in the end the only players that get hurt are those that just run endgame.
Its not bad for endgame players, its bad for hardcore players who have 10h a day to play. The hardcore will burn through the content pretty fast and have nothing to do since drops won't require a insane amount of spam/grinding to get. I personally am in favor of a more casual system, increase the challenge and reward players for completing the task.
The challenge of the dungeon/content should not be luck. Darkhold when it came out is a good example, it was challenging and you were somewhat guaranteed drops, not all drops but something in every chest. The better you were at it, the more chests u can unlock and increase your chances. It's a bit to easy now but those who played when it was first added, remember how challenging and interesting it was. MMOs that is centered around timesinks, luck and grind won't last long, Aion is a perfect example, everything from leveling to pve and pvp was a grind/timesink.
Actually yes it is bad because they could have use a system from another game instead of tokens. A point based system, and it would show progress as well as drop rare gear/items and than you would have points that you earn by participating in the dungeon and said points could be used to buy the other things that have yet to drop in run/s. What this system dose is slows other players down while catering to another group of players. The issue with this system is that it shows the current dev team cant make enough content to keep players busy, so what they are doing is limiting you on how many items you can get either per week or per dungeon (has yet been confirmed if it is in fact 3 per week regardless of if it was a different dungeon).
Hmm how many times have you done the dungeons in the current system? Every night that I run my group gets darklight drops so idk maybe you doing something wrong. 1 other question are you in the give it to me now crowd that dosent wanna wait? Regardless you will have to grind the new and exsisting content in 2.0 and will be slowed down in your progress, and thats no different than what we have now.
I've beat CC and AV a handful of times. I can't stand running them over and over, so I don't care to do so. This news is welcoming to me, because I won't have to spend my time spamming content I hate doing.Hmm how many times have you done the dungeons in the current system? Every night that I run my group gets darklight drops so idk maybe you doing something wrong. 1 other question are you in the give it to me now crowd that dosent wanna wait? Regardless you will have to grind the new and exsisting content in 2.0 and will be slowed down in your progress, and thats no different than what we have now.
And no, I'm part of the "need before greed" crowd. I've passed on hamlet seals because I don't have any interest in doing that stuff right now. Sure, new gear is nice and all, but I play this game for fun, not a high digit on my stats. I also don't think gear should be "easy" to get. This doesn't mean have stuff like the current plan where the drop rates are atrocious. I'd like to actually have dungeons that require more than just "kill this mob, kill this mob." Puzzles in an MMO aren't a bad idea, and I really wish devs would learn this.
Last edited by KiriA500; 10-14-2012 at 11:17 PM.
I've beat CC and AV a handful of times. I can't stand running them over and over, so I don't care to do so. This news is welcoming to me, because I won't have to spend my time spamming content I hate doing.
And no, I'm part of the "need before greed" crowd. I've passed on hamlet seals because I don't have any interest in doing that stuff right now. Sure, new gear is nice and all, but I play this game for fun, not a high digit on my stats. I also don't think gear should be "easy" to get. This doesn't mean have stuff like the current plan where the drop rates are atrocious. I'd like to actually have dungeons that require more than just "kill this mob, kill this mob." Puzzles in an MMO aren't a bad idea, and I really wish devs would learn this.
In theory thats a great idea but this is SE and they do things in a retarded manner constantly. I am saying there is better ways to do loots for 1 that dosent restrict a player or group of players progress. Difficulty should be mid range so all players can complete it and endgame should be the most difficult to complete and with the higher difficulty a better drop rate but than again that makes too much sense for the devs to even attempt. I see where you are coming from but its unfortunate that SE and the Dev's cant think of ways to make content hard w/o adding hate resets or 1 shotting players, this dosent make the fight hard but instead makes the fight another grind till players learn how to over come it. Now the current game and I honestly dont even see that changing in 2.0 is the fact everything is a zerg there's very little strategy involved and thats really sad but thats just my opinion. On a side note if you ever wanna run av cc that hit me up in game.
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