As long as it's not currency based.
You can still make it hard and difficult to obtain, taking multiple raids, many tough bosses, Progression-Based areas, and all around knowledge and travel of the game so that even with a walkthrough it still takes months to obtain.
A good example were the Epics in Everquest I.
They were rare, only raiders really had them, and it took many quests across multiple expansions to obtain.
Currency stuff is just a grind fest, it doesn't make you a better player because you did Dynamis 40 times and convinced your LS to give you all the currency each time.
WoW has it's own ultimate weapons for each expansion, and then better ones come out next expansion. I think that's the best way to do this, rather than have one overarching ultimate weapon for all time. That's just stupid because then you never have anything to look forward to.
In WoW you had to spend weeks at least, questing and doing raids to obtain all the required drops, and then combine them. You'd even get a serverwide message when you obtained it (Use this idea SE). It worked, and about a year later the weapon was meaningless with a new level cap, but there was a new type of quest.
Basically, like FFXIs Empyrean Weapons now, but with more depth to them - right now they require many small soloable NMs, and a few group ones, with 3 raid bosses at the end, which unfortunately can be completed with 3 adventurers. Had those monsters required 15 players instead of 4, it would have been the right balance. It's a healthy balance, and I don't think the weapons should be upgradable so you have to start over each level cap increase. That way players won't remain "the best" forever if they stop playing - it encourages you to stay on your toes every update, as opposed to FFXI where once you obtained your relic you were done until Abyssea came out.

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