As most of you has said, I hate the very thought doing that debilitating experience for another weapon, its just plain sad design. I'm sure devs will probably ignore our rant, but these kind of descisions they do and implament make opinions from players of persons behind the game. In real life I would never trust person who make those kind of descisions.
I figure if it will not be made that relic for new jobs in expansion is shortcutted if one relic is allready obtained i will ignore the new jobs for they could not exist in the first place. To relive that shitload of grind imho must mean the one who does it is mentaly chalenged or handicaped in some way.

I tried to get Alex from FATEs but I decided to use the solds and hunt like crazy to get them but damn the materials are expensive here!



RNG sucks balls, its one thing this dev team have never got right in 1.0 or ARR, about time they introduced an intelligent RNG system like most other modern MMOs out there.

My experience has been a mix so far with my zodiac, I unlocked the sub-quest for Aurum vale when I first started the grind and i'm now only one dungeon off completing everything but that one. (which still means two more after Aurum vale of course).
In total I would say i've run Aurum vale about 12 times while queueing for others simluatenously. The lack of drop chance hasn't concerned me too greatly because for the most part, you can blitz through the level 50 dungeons in no time at all, however as someone put it earlier, one Aurum vale could see you in there for around 3-4 times as long depending on your party and that's what is killing the motivation for me.
I have to give commends to those that are game enough to go for another relic, lol.
my highest run for zodiac drop was 7 for tam tara HM
got most in one run
RNG is RNG
Because of the RNG gates everywhere in this game, I can't respect anyone who has gotten their drops, because for all I know, they're one of the lucky ones. Which nettles me because I'm one of the unlucky ones balancing out the average against -multiple- lucky people. If anything, the game is teaching me to resent people, and I'm trying to not let it sink in.
I don't even feel relief when getting drops anymore, much less any joy or pleasure. There's this strong sense of disbelief because I can't help but look back on That-One-Week-Straight-of-Over-100-Runs-and-No-Drops and take that streak as my norm, my "truth", while I just move on to the next one because I inexplicably still want to get these done.
I think some means of capping drop rate wouldn't make me any happier with the game, but it would at least feel better than what I've gone through. And I can only appreciate it because I've had that kind of misfortune. But I also think that it would still be unfair to have RNG+caps; you can hit caps and still resent the people who 1/1'ed on everything.
The non-RNG grinds are boring, and fair, but they're probably disliked by more people. As much as I hate being on the losing end, I admit that having some RNG is probably better for the game's health.
If possible, I think some sort of compensation system would be better. People ultimately want their drops, but it'd be nice to have effort duly rewarded as well. I just don't know what sort of compensation would be nice. And it can't be something farmable from just anyone spamming dungeons, because that would promote more dungeon bots.
I think the way lucis tool NQ turn-ins sort of give you a second chance is a step in the right direction though.

you could make it like pso2 matter board system where the drop is rng but after a certain number of runs (a progress bar tells you) it becomes 100% some where pretty fast while others took like 100 times for the bar to fill

Really need a system the more you run, the higher chance it will drop... instead of plain straight line %.
I dont want to end up running 70 times AK normal...
That just utter boring for me.



This is the thing though, how the dev team haven't cottoned on that this is driving people to hate the game is anyones guess.
Lets hope they have a solution for this in 3.0.
We are all familar with grind and MMOs going hand in hand but there is a thing as pushing your players too far and the whole relic chain is most definately going too far especially when you consider the steps it takes to go from the start to a Zeta.
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