There's never only one reason that a game fails - and if that even WERE the case, this game would have failed over half a year ago, since coil's been going off of this system since day one.
Also "this is my opinion everyone who disagrees is wrong and should feel bad" - you need to realize, and accept, that some of us are okay with this. I've experienced both sides of the coin, and I couldn't give less of a **** that something doesn't drop for me - after all, I got less than half of my job's drops in Second Coil, whereas in Final Coil I have almost everything I want now, including a weapon for a job I don't even use. If someone quits over something as little as not getting some shiny pixels, something tells me that they weren't planning on sticking around anyway.
And if we wanna play that game, effort still does = reward, as you're not able to get a shot at any of that loot if you're not even trying in the first place.
My proposal:
This comes with the caveat of fairly re-distributing the gear from T12 into other turns, making RNG for specific pieces a little worse in those turns.
T10 leave as is - its not challenging enough to warrant anything above RNG, and you don't need a huge amount of gearing up for T11
T11 leave as is - its not challenging enough to warrant anything above RNG, and giving you more gear would make the T12 progression not interesting enough
T12 - No Dreadwyrm drops at all. 1 Twine, 2 "Dreadwyrm ________ Molds." It costs 825/495/375 Poe, the mold, and some semi-rare desynth mat that should shake out to be like 400k gil or so on the market board, and you should be able to turn in those items to someone that would be able to forge a replica of the Dreadwyrm piece of your choice for that mold (Dreadwyrm Wristlet Mold, Dreadwyrm Helmet Mold). If you turn in your Poe token, the mold, and the rare desynth mat on WAR, you get the Tank item; if you turn it in on DPS, you get the DPS item, etc.
T13 - 50% chance at a Dreadwyrm Weapon Chest, 1 Dread armor (as is), 1 Carbontwine and 1 "Mysterious Materia." The materia would be combined with high level crafting items to be able to augment ANY non-relic weapon i90 or higher to become i135. So that T5 Allagan Sword? Boom i135. Those Levi X Patas? Boom i135. Shiva Book? You get the picture.
The token system is boring and doesn't do anything to synergize with the rest of the game. Get crafting involved with end-game stuff, etc. I'd ideally like to see a companion instanced zone for 4 people to end-game raids that is a large open space or dungeon crawl that has re-spawning enemies that drop the pieces you need to forge your Dread Molds - maybe you occassionally run into a boss or rare monster that drops a mount, minion, gil reward, or tier 4 materia? Or maybe it lets you spirit bond any level gear? mm??? mmm????
Last edited by Ehayte; 02-19-2015 at 05:48 AM.
There's never only one reason that a game fails - and if that even WERE the case, this game would have failed over half a year ago, since coil's been going off of this system since day one.
Also "this is my opinion everyone who disagrees is wrong and should feel bad" - you need to realize, and accept, that some of us are okay with this. I've experienced both sides of the coin, and I couldn't give less of a **** that something doesn't drop for me - after all, I got less than half of my job's drops in Second Coil, whereas in Final Coil I have almost everything I want now, including a weapon for a job I don't even use. If someone quits over something as little as not getting some shiny pixels, something tells me that they weren't planning on sticking around anyway.
And if we wanna play that game, effort still does = reward, as you're not able to get a shot at any of that loot if you're not even trying in the first place.
its not mate.
currently it is : effort + rngluck = reward. so youre wrongcoilds should be hard. but if you can clear a turn every week with ease and after enough pratice you DESERVE a reward. nuff said. otherwise it starts to feel pointless for many players depending on what YOU define as "fun" for yourself. yeah there were other reasons why these failed tough. but this was the biggest one that costet em the most subs in the long run.
i guess its a matter of personal experience and personal definition of "fun" for everyone. thats all. i know many people who dont want to play just to roll rng once a week. remove weekly lock and keep rng. then its fine. OR keep weekly lock and remove rng element or rather reduce it and make it more fair system one of these things needs to happen. current system is bad and with even more jobs coming in the future it will get even worse than now. it cannot stay.
I've been pretty lucky with look so far.. <.< Got the slaying ring/choker and MNK belt/gloves. I really feel bad cause our BRD and my best friend is really getting depressed over it seeing as she has gloves and belt and can only use 1 of those.. :/
BRDs get treated like complete shit this time around with gear..
Morzone Vandalfo on Siren
Main job: SCH/MNK
Raid job: Gathering
PS5 based. PSN ID: natek_morzy
While they adding more classes into the game, they should add a 3rd gear drop On coil.
Sometimes I get sth, sometimes I don't.
As long as anyone needs one of the drops, everything is fine with me. It's not improving my gear (I still own nothing from T10+ except for the mnk head that I don't rly need) but my static's. And that pushes us forward.
This week doesn't favor me again - maybe next week will.
Also, they really should just make 3 types of gear, Plate, Leather, Silk, and 2 types of accessory, DoW, DoM.
Have 1 Dreadwyrm Chestplate (STR/VIT), 1 Dreadwyrm Silk Robe (MND/PIE/INT), and 1 Dreadwyrm Leather Harness (STR/DEX), and then add 1 other type of armor that shares the same class. So, for instance:
Dreadwyrm Leather Harness
BRD/MNK/NIN/MAC
Def: 95 | mDef: 95
STR 50 | DEX 50 | VIT 59 | Accur 47 | Det 27
and then also
Vest of the Dark Dragon
BRD/MNK/NIN/MAC
Def: 89 | mDef: 102
STR 53 | DEX 53 | VIT 56 | SkSp 21 | Accur 19 | Det 15 | Crit 29
Along similar lines...
Dreadwyrm Silken Robe
BLM/SMN/SCH/WHM/AST
Def: 72 | mDef: 119
MND 50 | INT 50 | VIT 53 | Accur 35 | SpSp 33 | Crit 30
Ancient Allagan Robe
BLM/SMN/SCH/WHM/AST
Def: 85 | mDef: 104
MND 48 | INT 48 | VIT 55 | Det 50
That way, there are 2 robes that can drop in different turns that 4 of the current classes can use. One of the variations might be better for a healer or a dps, but it would still be usable by your SCH (and an upgrade to the i120) if both your BLM already has the same drop. It would also help a lot in building your character the way you want to.
I'm gonna make a new post with this ideas... I could use some attention today.
Last edited by Ehayte; 02-20-2015 at 02:34 AM.
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