Time consuming and hard are NOT the same thing at all.Time consuming and Hard are the same thing. People have constantly as of late been trying to seperate the two. Regardless if it takes 60 hours to down Turn 9 for loot or farm myth for 60 hours for Animus, they both require 60 hards and are more difficult then something that takes 30 minutes minute to complete. The grind is already inherently more easy as it doesn't require to rely on the competency of 7 other players, just your persistence in completing it.
Something can take a chunk of time and be challenging and something can take a chunk of time and be faceroll. eg zerging low level fates compared to running coil 2. Yet in your logic, Coil 2 is easier....


Well think about it for a second. Is it "easy" for YOU to grind fates for hours on end? You have to stop thinking about skill only, because i'm betting you have to distract yourself or take breaks or something to get past the tedium of it.


Well... whether you consider a faceroll time sink hard or not- when some players are lucky with RNG and some are not- then you are admitting the quest is "easier" for some people than others.
In fact, the players complaining are only asking for the quest to be the same "difficulty" for them as it is for the ones that the RNG gods favored.
Meanwhile, you have people that the quest was super "easy" for telling other players that they should be forced to spend more time (and thus have a "harder" quest) than they might have had... just because they are desperate to keep other players from getting the weapon (which is not even a stat upgrade btw)... to preserve their special snowflake mentality.
Look at it this way- no one is asking for something to be easier or harder- just standardized!
To Below- Reduce the variance in drops, or use a system that isn't so reliant on RNG. You could also introduce upper and lower limits to control the variance.
Last edited by ApolloGenX; 04-24-2014 at 11:20 PM.
How can we 'standardize' randomness?

Your point about that this has to be a long grind in relation to the raid content is totally negated by the fact that Levi Ex drops ilvl 95 weapons. Someone could basically get comparable raid weapons for all of their jobs in 1 day if they got some lucky dice rolls.This is why it has to be a grind. And a long one. If you got every unidentified tomestone it would take you a minimum of 9 weeks straight of beating turn 7 and an incredible 26 weeks of soldiery...half a year to get all 9 weathered weapons. Weathered weapons are parallel to animus. If they made it any quicker and less time consuming to do you trivialize raid content yet AGAIN. And we're right back to everyone running around with all 9 relics 1 1/2 months after content release.
Increasing the drop percentage could be sufficient if they want to say with the completely RNG system. They could also revamp the system for one that would still be effective years down the road. One, two, three expansions down the road will you still have the same amount of people doing the fates? In one of the various threads about this someone suggested changing the system so that players need to do something like 50 fates to get their atma. This method still requires a grind. It gives players a visual progression they can see. It is also a system that would stand the test of time.Originally Posted by KingofAbyss
How can we 'standardize' randomness?
Last edited by Deathscythe343; 04-24-2014 at 11:54 PM.
Guaranteed drop at a specific interval, while keeping the low drop rate so that if you do get lucky, it takes a bit less time to move on. You're guaranteed progress after a certain point, but have the chance of being able to progress more quickly if you happen to get lucky.
Yeah something like this:Guaranteed drop at a specific interval, while keeping the low drop rate so that if you do get lucky, it takes a bit less time to move on. You're guaranteed progress after a certain point, but have the chance of being able to progress more quickly if you happen to get lucky.
"If X players passes 55 FATEs without an Atma Drop, Then give X Atma"
"If X player gets Atma Before 55 FATEs, then drop X Atma, then at 55 FATEs drop Another X Atma"
I wouldn't mind something like this.
Doing something easy once, is not hard, it's easy. Doing the same thing 100 times doesnt suddenly make it harder, more difficult and in no way challenging. 683 FATEs (I kept count out of interest) it took to get my 12 ATMA. It's patience not difficulty that gets you the ATMA weapon.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote

.



