


So by your logic, its fair that someone gets a really nice item the first week, but I am on my 50th run and it still has not dropped for myself or someone else? This is a terrible RNG system we need to work away from, not embrace it.How is it the opposite? I've been in groups with people that were on the 50th or so attempt to get an item, and when it finally dropped for them it made the game. They will remember that moment for years, but having a token type system in place is catering to those that need that immediate gratification.
There is NOTHING wrong with simply not getting the item. This game does updates enough that it will not break your characters if those leggings or whatever, never drop for you, and it still puts the pressure on you to log in everyday, which is what the system is based on.
You are correct though, this is getting off topic, a token system (for good or bad) could be related to both progression systems.
"run it enough times": This would involve completing the content some fixed number of times. Take Savage, for example, where you need to clear a floor between four and eight times, at a rate of once per week, in order to have sufficient tokens to buy a single piece of gear. Best case scenario, you're talking four weeks.
"immediate gratification": Synonyms for immediate include instant, instantaneous, swift, prompt, fast, speedy, rapid, brisk, quick, expeditious. I don't think even the best case scenario of four weeks is described by any of those words.
I've been in groups with people that were on the 50th or so attempt to get an item, and when it finally dropped for them they were so sick of running the content (which had become trivial and uninteresting at that point because of how many times they'd seen it) that they never wanted to run it ever again, and it sucked all the joy out of what should have been an awesome moment.I've been in groups with people that were on the 50th or so attempt to get an item, and when it finally dropped for them it made the game. They will remember that moment for years, but having a token type system in place is catering to those that need that immediate gratification.
So... your mileage may vary?





It really doesn't help however other patch is a catch up patch. People just need to wait until next patch until they could get the upgrade items from hunts, etc. rather than do raids.
Those who raid will have the best gear for a few months (3 months) until everyone else can just do hunts to get a similar ilv gear equivalent, sometimes even better than raid drops. But only assuming they were even able to get their clears.
I dunno about you guys, but I'm in it to look good and play dress up. To that end, farming dungeons and raids and tomestones for gear sets will always be worthwhile.
Maybe my attitude will change in 3.2 if I can find a static, but for now, the sheer beauty of the gear is enough to keep me running content.
__________________________
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Glamour is the true endgame; anyone can beat any content if you and your party bang your heads against it enough times without getting discouraged; but looking good while doing it? That's Priceless.I dunno about you guys, but I'm in it to look good and play dress up. To that end, farming dungeons and raids and tomestones for gear sets will always be worthwhile.
Maybe my attitude will change in 3.2 if I can find a static, but for now, the sheer beauty of the gear is enough to keep me running content.
Did you like the Amta grind before the nerfs? It was very worth the reward of getting a weapon that was basically glamour, more so if RNG didn't bless you.

TBH I like the Atma weapon grind, what it does for the community and game as a whole is a great thing. My only gripe is:
1. They should of made it so the weekly Crystal Tower quest reward was 1 of the 4 Relic Items.
2. Diadem Spoils should be tradable for Relic Items (like 50 spoils to 1 Relic Item) being that it is dramatically unpopulated due to relic grinds.
3. If you clear certain branches of the relic or complete a relic weapon it should discount or void requirements for other relic weapons. The relic currently is great for people with 1 class, but is so long that for those with multiple classes are discouraged from making more then 1-2 relics. Just would be nice if I could do multiple for my other 60s.
4. Oh and make it so relic items can drop out of Coils, either on the final bosses of each Binding, Second, Final Coil, out of chests, or make a weekly quest where completing each 1-4 of Binding, Second, Final Coil gives you a Relic Item for each branch (so 3 Items max if you did all 3).
Other then that, I love the system, it gives adequate dedication and work for a decent reward (even though my Gun is hideous and is a swiss army knife with a mug, ca can opener and a pry bar attached to it with disgusting Skill Speed over Crit.... but I'm not bitter at all about that...)



I would just like to point out something about multiple gear sets for a job. With how many don't even attempt to follow a BiS formula in the game currently, do you think they will get multiple sets for multiple occasions, especially when there is so many jobs in the game? RIP inventory space.
It doesn't make sense for this game. It just makes people not want to take on more jobs than one, which kind of defeats the purpose of the armory system. This was even a thing in FFXI. It wasn't simply a ton of grind that made having multiple jobs hard, it was inventory space that held a lot back.


I think part of why people don't follow a BiS formulae is because as soon as they get BiS it's replaced. so whats the point?I would just like to point out something about multiple gear sets for a job. With how many don't even attempt to follow a BiS formula in the game currently, do you think they will get multiple sets for multiple occasions, especially when there is so many jobs in the game? RIP inventory space.
It doesn't make sense for this game. It just makes people not want to take on more jobs than one, which kind of defeats the purpose of the armory system. This was even a thing in FFXI. It wasn't simply a ton of grind that made having multiple jobs hard, it was inventory space that held a lot back.



You honestly believe that people will follow a BiS formula for -certain situations-? The average player is not going to get multiple sets for one job to take on one specific task. Not even a lot of FFXI players did this. Again, it doesn't influence people to take on multiple jobs if they feel the need to constantly work on one job. Its a formula that doesn't work with this game and I don't recall people liking it in FFXI much either. Mages having to carry a HQ staff for each element, constantly switching between with macros. Its only needlessly complex. This game despite my complaints does accomplish making the system simple with a lot of depth. A horizontal system with multiple sets just makes it complex without much depth added, which makes it unappealing to the average customer.
Last edited by Velhart; 01-20-2016 at 08:34 AM.
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