Having no cap on myth stones is actually bad.
Try playing with Southeast Asian players (or even hardcore players in general). They are the sort of players who can spend 23 hours gaming and 1 hour sleeping. Now, put a good number of these guys in a single server, and what happens? Suddenly, everyone is running around in fully decked out AF2 gear. WP Relic+1 Speedruns now become WP Relic+1/AF2 Speedruns. "N00b y u no AF2 gear, we cannot down Demon Wall. gg n00b" *leaves party*
The biggest example of unlimited caps for stones is our current Philosophy tomestones. WP speedrun standards are now Relic +1 (given how easy it is to obtain- errrhem, I mean buy it), as well as full DL gear. If myth was uncapped, not only will there be no reason to go to Darklight, but said standards would also go up. As mentioned, it also further widens the gap between the casual player and the hardcore. I get that the hardcore want to be a faction of their own, and be rewarded for being hardcore, but if you cater to only the hardcore, which are usually the minority, the casuals quit and so shall the majority of the subscriptions and playerbase. Also, eventually there will be a surplus of Myth stones. What should happen to them then? Excess philosophy stones are being traded in for crafting materials, which the market is now currently flooded with, due to the number of players running WP repeatedly per day. The price of philosphy mats on my server are currently 10k per piece. And still steadily dropping. The price of them is actually irrelevant, but what I'm trying to point out here is the sheer number of WP grinding a player can do, given the motivation of unlimited myth stone caps, even if there were diminishing returns.
As for Coil drops, they are a reward for actually forming your own party, and going to try the hardest raids in the game at the current time. The difference between a Coil player and a non-Coil player is not very huge at the moment either - Coil drops loots 8 times a week, to be split among 8 party members (of which the party might not even have a class the loot is designed for - ie. MNK drops with a 1 dragoon/0 monk party), which also has to be split among 12 or 13 slots per character. Here's a breakdown (using the current optimal party composition of 2 PLD/2 BRD/1 BLM/1 MNK/1 WHM/1 SCH):
- 8 weapons among 8 party members - 1 chest out of 8 drops a weapon
- 2 shields to be split among 2 Paladins - 1 chest out of 8 drops a shield
- 8 gloves to be split among 8 characters
- 8 helms to be split among 8 characters
- 8 chest pieces to be split among 8 characters
- 8 <insert common gear slot> to be split among 8 characters
- Not counting DRG gear that drops in these instances, which given the example party composition, is useless outside of gearing an alt DRG
Myth stones are essentially a way to help non-Coil players gear up for harder content. At this current stage, I believe the prevailing gear standard is, and should be, Darklight. This might change come Crystal Tower, which also has planned lockout for loots (except it's based on a timer, not based on week). There is no reason to up the standard to Myth, when all current content in this game bar Coil can be cleared with ease simply using Darklight or crafted i70 gear.
Casuals shouldn't have to play catch up to the hardcores. At least, not fall so far behind that they can never reach the hardcores. Yoshi-P has intended that the game be enjoyed by all - both casual and hardcore. I don't see any reason they should remove the cap on myth stones. It is the single thing keeping both the hardcore and casuals close to each other.
There is a character posting limitation of minimum 10 characters, and maximum 1000 characters per post in this forums. So it's a way to add to your character count, without losing meaning of your original less-than-10-characters post.



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