Well it's a good thing people are so passive, that way when things are created that people don't like, they don't fix them they just leave them shitty. Like the lightbulb. That thing has been bad for years, but why change it right? It lights up the room. Oh wait.That being said, it's how it is. There's no artificial barrier, there's just the "wall" that you have to climb to get what you want. Plain and simple. It's designed the way it is, because the creators wanted to design it the way it is. You, and some others, may not agree with it, but that's... how it is. There's a lot of things people don't like about anything that ever existed, but that's the way it works. I have to keep repeating myself because there's not many ways to emphasize something so simple..
Working for my gear by doing the exact same thing 1000 times is not fun, nor exciting. It's mind numbingly dull. Working for a relic quest was fun. There were steps to it. You had to beat A, go to B, then C, then D, then E, then you achieved your goal and won a relic. In Coil you work for gear, except you beat turn 1, and get nothing, you beat turn 2 get nothing, beat turn 3, get nothing, beat turn 4, get nothing. Next week the same thing happens. And the week after. And the week after. But wait, you finally got 1 piece of gear! Yay, let's do that for 3 more months because some nerd thinks that is "Working in an MMO". One that is meant to be played, and fun, not "work".

This isn't true at all actually. My group suffers from healer item spam.

You need to take this BS attitude back to WoW where it belongs.This is the dumbest mindset possible. Your logic concludes that I want to run the same content for 8 months instead of 2 because I'm not getting the gear I want. Instead of artificial barriers such as withholding gear from the players, how about just add more hard content. But of course, you are a level 16 scrub and have no idea what you are even talking about.



/facepalm
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This nonchalant attitude seems to be very prevalent in many of the complaints. There is an underlying assumption here that SE could add more hard content if they wanted to, but for some unknown reason, they're holding back. This is a very bad attitude and completely fails to understand the software development cycle involved in creating new content (for anything, not just MMO's). The scope of work involved in adding a single instance to a game is likely immense, and there's a reason it takes months and months to add on to a game through patches, not even considering people working on future expansions. Design, artwork, programming, testing, integration, balance, more testing, etc. The number of people and man-hours involved are considerable, and all of that has to be weighed against budgetary constraints.
I agree that RNG drops aren't the greatest, especially given the limited scope of the current endgame. However, the artificial barriers put into the game to slow players down are there simply because content cannot be created fast enough to satiate some players. I've seen them referred to as content-locusts elsewhere, and I think it's an apt description. The question is, though, are you complaining that it will take X-amount of time for the RNG to drop your loot, and that X-amount of time is too long? Or, are you saying that X-amount of time is fine, as long as steady progress can be measured through token acquisition?

Lol... I can't believe people seriously complain that they don't get drops easily enough in the only end-game content currently in the game. That mental state of welfare is just truly insane.
I guess I might be bias, but I just happened to get the one drop I needed from coil. As a scholar, we only need technically 2 drops. Hands and the book. Book is going to be rather hard to get for a while, hands are from Turn 1. That's it. I'm arguably done with coil, every other best-in-slot item I need is from the ridiculously boring mythology system. I get to log on and run coil / ak for a couple of hours and I'm done for the week, such wow!
But yeah, wanting to turn the only rng-based loot system into a myth token hand-out is just, well, it summarizes everything wrong with the current state of how gamers thing games should be I suppose.

Welcome to what MMOs used to be where you had to actually work, work, and work some more for gear. Getting a piece of gear actually meant something because you needed luck on top of hard work to get your pieces. All a token system would mean was everyone could get the same gear as you without actually working for it. It would turn from a meaningful anticipation for drop into ho hum, "I need 100 runs to get my full set of gear" stuff.
No to this SE! Make the casuals work for their gear, don't just hand it to them.
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