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  1. #1
    Player
    Konachibi's Avatar
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    Aug 2011
    Posts
    1,854
    Character
    Kona Chibi
    World
    Coeurl
    Main Class
    Archer Lv 50
    Found the post with my idea:

    Here's an idea.

    'Random encounter' world bosses. What would happen is before a world boss spawns in a particular area, their coming is announced by an announcer in all 3 cities. Then any parties that want to take part sign up to it on some kind of task board. They must then travel to the area the world boss was reported to be in and battle it. All parties will take part in it's battle as if one giant party, it could consist of up to 100 or even more people, no real limit, and the difficulty and health of the boss would scale to how many players it had to battle. However a minimum player size would probably be an idea since soloing it would be silly.
    Once defeated the boss would give each party a random part of a legendary item. The overall size of the battle party from how many players were involved overall could even dictate if a HQ version of an item part is obtained. The party would have take part in many of these 'random encounter world boss' events that would happen say.... 2 or 3 times a day, maybe 5 times, and get all parts to the legendary item, the bosses would differ in what it was and where it appeared in the world, thus 'random encounter'.
    They are then notified when all parts of the legendary item have been obtained by a quest being given to them automatically upon aquiring the final item.
    This quest would entail them going to a special dungeon that you could not enter without a completed set of legendary item parts, and once completed, would allow the player with all the items to forge the completed legendary item and wield it.

    This would mean that getting a legendary item would take quite a while and be pretty difficult.

    Getting a High Quality legendary item would be EXTREMELY hard to obtain, as you'd need to have taken part in very large scale world boss encounters multiple times and had the luck to obtain a full set of the HQ parts to the legendary item. It would also be nice if that high quality version had something slightly different about it's appearance that marked it as 'the legendary of legendary' items. (something like an awesome glow etc.)

    This way casual gamers would be able to get legendary items if they spent enough time working towards it, it would still take months though.

    Hardcore gamers could get the awesome legendary items though, so both types of players would not be ignored for their dedication to the game.

    What do you think? ^.^

    I'd also say this is on topic as it's a suggestion as to the possibility that would take 3 months just to obtain, therefore filling the gap the other gear could possibly cause. :3

  2. #2
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Konachibi View Post
    Found the post with my idea:

    Here's an idea.

    'Random encounter' world bosses. What would happen is before a world boss spawns in a particular area, their coming is announced by an announcer in all 3 cities. Then any parties that want to take part sign up to it on some kind of task board. They must then travel to the area the world boss was reported to be in and battle it. All parties will take part in it's battle as if one giant party, it could consist of up to 100 or even more people, no real limit, and the difficulty and health of the boss would scale to how many players it had to battle. However a minimum player size would probably be an idea since soloing it would be silly.
    Once defeated the boss would give each party a random part of a legendary item. The overall size of the battle party from how many players were involved overall could even dictate if a HQ version of an item part is obtained. The party would have take part in many of these 'random encounter world boss' events that would happen say.... 2 or 3 times a day, maybe 5 times, and get all parts to the legendary item, the bosses would differ in what it was and where it appeared in the world, thus 'random encounter'.
    They are then notified when all parts of the legendary item have been obtained by a quest being given to them automatically upon aquiring the final item.
    This quest would entail them going to a special dungeon that you could not enter without a completed set of legendary item parts, and once completed, would allow the player with all the items to forge the completed legendary item and wield it.

    This would mean that getting a legendary item would take quite a while and be pretty difficult.

    Getting a High Quality legendary item would be EXTREMELY hard to obtain, as you'd need to have taken part in very large scale world boss encounters multiple times and had the luck to obtain a full set of the HQ parts to the legendary item. It would also be nice if that high quality version had something slightly different about it's appearance that marked it as 'the legendary of legendary' items. (something like an awesome glow etc.)

    This way casual gamers would be able to get legendary items if they spent enough time working towards it, it would still take months though.

    Hardcore gamers could get the awesome legendary items though, so both types of players would not be ignored for their dedication to the game.

    What do you think? ^.^

    I'd also say this is on topic as it's a suggestion as to the possibility that would take 3 months just to obtain, therefore filling the gap the other gear could possibly cause. :3
    This sounds like it could be a lot of fun...hopefully SE sees this and takes it into consideration and maybe give it some serious thought
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
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    インドネシア語
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    2,251
    As i said, having luck to get a drop is a major turn off, because you'll have a day where you feel like you are not progressing on anything just because of not getting any drops on that day, this will lead to "Meh, f*ck it", overall giving more annoying experience than fun. Also, you'll have people goes "that guy didnt deserve it, he just got lucky"
    (4)

  4. #4
    Player
    Konachibi's Avatar
    Join Date
    Aug 2011
    Posts
    1,854
    Character
    Kona Chibi
    World
    Coeurl
    Main Class
    Archer Lv 50
    Quote Originally Posted by Chardrizard View Post
    As i said, having luck to get a drop is a major turn off, because you'll have a day where you feel like you are not progressing on anything just because of not getting any drops on that day, this will lead to "Meh, f*ck it", overall giving more annoying experience than fun. Also, you'll have people goes "that guy didnt deserve it, he just got lucky"
    It wouldn't be a random % drop though, each time you defeated a boss you'd earn part of a legendary item. It's just that you'd need all the parts so you'd have to do it a lot to get anything quickly, and the boss would drop parts for multiple legendary items, so you may not benefit in say... getting part of a sword you wanted, but you may benefit from part of a staff or some pugilist claws etc. That way other people in the group that used different classes could all have a chance of getting part of their legendary weapon each time they did a run.

    I think with this method coupled with the 3-month gear method though it'd be better for my idea ^ to incorporate only obtainable weaponry, where as the dungeons that gave gear that lasted 3 months would be more along the lines of equipment like chestpieces, gloves, boots and that kind of thing.

    People tend to become more attached to their weapon than their armour, 'cos weapons can look really cool. then again, armour can look pretty awesome too.

  5. #5
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Chardrizard View Post
    As i said, having luck to get a drop is a major turn off, because you'll have a day where you feel like you are not progressing on anything just because of not getting any drops on that day, this will lead to "Meh, f*ck it", overall giving more annoying experience than fun. Also, you'll have people goes "that guy didnt deserve it, he just got lucky"
    I'm more in line with Chardrizard. They should develop it so that the fight/obtainment is really difficult, (R50 group crafting +3's from incredibly difficult unique/untradeable monster drops would be my preferred hypothetical scenario) not just drop rate. Drop rate takes no skill only patience. The downside to that is strategies are shared and eventually, everyone has it in three months, hence Naoki Yoshida's take on it.

    The elitists still get the feeling they want by having it before everyone else. I don't think it's necessary to incorporate arbitrary time restrictions on gear or content. Add filters via worthwhile obstacles and game content, but drop rate is pretty lame in my opinion.

    When it comes to it lasting three months that entirely depends on what you think "lasting three months" is in reference too.

    1.) New/Better gear is implemented so fast that it makes previous gear obsolete.
    2.) Everyone figures it out after the elitists post their strats but that gear remains "cream of the crop."

    I'm okay with option two. I think FFXI relics were kind of ridiculous, though I'm glad they let you Trials of the Magians them to make them better. I think that's how the materia system will put individuality and long term value into gear, which I'm really excited about.

    So Azurymber, to answer your OP, it really depends on what "lasting three months" means, in this case, for me to give a more definitive answer.

    When you implement and impossibly low drop rate combined with content that requires 18+ people to complete per run that just creates a pyramid scheme type situation where the people who "get theirs" "get out" never to be seen from again.

    I'm more inclined to the "impossibly difficult" content. I'm not a huge fan of timers but I'd even take that over the alternative of needing a massive amount of people and waiting in line for drops.

    Quote Originally Posted by Griss View Post
    Gear self life is a tricky thing. If its to quick then it just becomes the flavor of the month, to slow and every body is sitting around looking the same. There is also some merit to "keeping older gear relivent" but that leads to an attitude of well is that reward better then what i have? No then why bother with it? (then said player starts to complain about how there's nothing "worth while" to do)
    I think the materia system will address this.
    (0)
    Last edited by Rhomagus; 09-17-2011 at 10:32 AM.

  6. #6
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Rhomagus View Post
    I think the materia system will address this.
    True, though with dropped gear all being out of the materia loop. I am thinking that dungeon gear is going to become less and less relevant with the bleeding edge crowd as time goes on. In time the same problem's will crop up, At any rate it will be interesting to see how this ends up playing out.
    (0)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  7. #7
    Player
    Azurymber's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90
    thanks for the ideas but please keep this thread as -only- responses to the question and make another thread for suggestions.
    2 other threads have been shut down already on this issue and I don't want this one to be.
    thank you.
    (5)
    Mew!

  8. #8
    Player
    Kirith's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    194
    Character
    Areon Maere
    World
    Ragnarok
    Main Class
    Lancer Lv 22
    I think the whole idea of dividing the game between casuals and hardcore is wrong in itself. The level of progress, whether experience points or rare items, should always depend on the skill of the players, not on how much they play and what their style of play is.
    The wrong concept of a player dualism stems from the necessity to allow casuals to obtain the same things hardcore players obtain at any cost, to cater to the biggest player base. Such a thing is simply laughable as it's very easy to base rewards on player skill. It's just not in their interests to do so.

    That said, i suspect the rep aren't deleting the threads because they get off topic, but simply because they want to cover up the very unpopular idea of the WoW-like progression Yoshida mentioned and many disagree with.
    (7)

  9. #9
    Player
    Jim's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    245
    Character
    Jim Wilson
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I like that these are not relics, if they were i would hate to have to get the new once every 3 months, I don't like it but I wish SE would do a massive update with relics so that we could use those for about 3-6 years
    (0)

  10. #10
    Player
    BruceyBruceyBangBang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,678
    Character
    Boye Fran
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    This game could eventually use a set of weapons or gear sets that take months to acquire and last you a long time, but of course this cannot be the only option. As far as end game goes. I like doing the moderate end game stuff on top of the long and challenging end game stuff.

    Some people are comfortable with just doing the moderate end game stuff that still allows their class/job to be pretty proficient in what they are playing as when geared with the rewards, but of course, they need something for the no lifers. There is always room for no lifers.
    (1)

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