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Hybrid-Darstellung

  1. #1
    Player
    Avatar von Zumi
    Registriert seit
    Mar 2011
    Ort
    Gridania
    Beiträge
    4.965
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    I wish SE would get rid of the whole spam a zone 100-300 times to get a drop. Remember in FFXI the salvage turtle some people killed over 300 times to get Usu body. Given salvage wasn't hard at all once you figure out what paths to take which mobs to kill and skip. Then they basically did the same thing in FFXIV, and 2 zones with low drop rates once people figured them out it wasn't hard.

    Really hope spamming the same zone over and over isn't a part of 2.0. They should just go with the weekly lockout system to control drops.
    (3)

  2. #2
    Player
    Avatar von Applesnap
    Registriert seit
    Oct 2011
    Ort
    Gridania
    Beiträge
    176
    Character
    Coco Delouix
    World
    Zodiark
    Main Class
    Paladin Lv 90
    Zitat Zitat von Zumi Beitrag anzeigen
    I wish SE would get rid of the whole spam a zone 100-300 times to get a drop. Remember in FFXI the salvage turtle some people killed over 300 times to get Usu body. Given salvage wasn't hard at all once you figure out what paths to take which mobs to kill and skip.
    It's very difficult to appreciate the challenge in building a system that's both fair and rewarding to all. You have to think about not only how long your content will last, but also if it meets the needs of both ends of the spectrum; casual and hardcore. Quite often, the middle contingent (semi-casual or small groups, people who don't want to join endgame linkshells) are left out in these situations, and find themselves slipping over to one side or another.

    In the end, it all boils down to the individual and how tolerant they are towards a game's endgame content. As a player, you sometimes have to ask yourself, "Do I want this item? If so, how much work am I willing to invest in trying to get it?"

    As a developer, your content is only "new" until it's been thoroughly explored and a sure-fire strategy for beating it is out in the public domain. Usually, the first people to hammer out these strategies are the "hardcore" endgame community, since they have more to gain by clearing it and moving on to other things.

    Everyone benefits from that in the end, but creating a challenge for hardcore players generally isolates that content from the rest of the playerbase. Conversely, creating content that is casual will make everyone else stay away from it.

    I still think a token system for certain endgame content is the best solution in general, since increased play time doesn't necessarily guarantee you'll get what you want from a dungeon if you have bad luck. Every bit of work you do towards your goal is rewarded, yet it's not instant gratification. You'll just get there faster if you have more time to spare, but at least it's still accessible.

    Despite that, some items should be left solely in the hands of the endgame community; however much the rest of us envy it. They are the pinnacle of progression a player can achieve and if you have the resolve to aim for such goals, then you should be free to do so.
    (0)
    Geändert von Applesnap (05.12.12 um 02:05 Uhr)