Quote Originally Posted by Biggs View Post
Go ahead and add "and its fun every time I attempt it" to that statement and I couldn't agree more.
Hands up, I first read this as sarcasm, and was a little disappointed. I thought it was another "you'll only find something else to complain about" comment.

Then I thought about for a moment re-read it and figured, you know what, I personally spent years in XI fighting the same Sky, Sea, HNM mobs over and over and over. Camp SW, Camp DI, move to HQ Kings and camp them. And yeah actually, every single fight was fun. Losing a claim was a bitter disappointment, but that just made winning one all the more satisfying, and enjoyable.

I actually do not agree entirely with the post you yourself quote though. Cooldowns and scheduling are requirements in my opinion for the successful organisation of events and the people that play them.

If I know that once a week I'm going to do Dzaemel Darkhold, then I can organise either logging in and turning up to the event, or give people notice that i'm busy because i'm off to the pub this Friday for a beer. This allows them then to find a replacement for me and still do the event.

Spontaneous (spelling?) events are fun, sure. "Hey LS, who wants to do Darkhold I still need speed run o/." Problem is having the people online, and available without notice. Yes, it happens that sometimes 7 people agree and you can run along to do it and go home again, but you cannot run an event-based LS on this principle. A social shell, yes of course. But if you're a player only interested in having a social shell then you wouldn't be interested in events and their scheduling, so its a natural reaction.

A counter arguement I guess would be simply a statement of what currently occurs: Yes you can do Moggle every 15 minutes, but that doesn't stop anyone scheduling 6 runs on a Tuesday night. Ergo the time-sink element is not required for scheduling purposes anyway.

This is fine, but not all events can work like this. Not to mention the fact that there will always be people who play to beat new content ASAP, and make guides the next day. This REALLY annoys me to be honest, as it means that people get stuck in a routine within hours of new content being released and eliminates the creative tactical thinking from 90% of the population. Imagine Moggle had even a 15 hour cooldown, rather then 15 minutes. My LS beat it on their 14th run, on the second day after release. That's basically two weeks of developing stategies, attempting new things, experimenting. Instead we see BG post a guide within a couple of days after 100+ runs and suddenly everyone is Archer or GTFO. What happened to those without that job levelled?

Perhaps I deviate slightly from my original point, but its all related to the instant access we have to any content at the moment. With content at its current technical level, we need less access to it to make it more time involved. Increase the amount of time we have to develop LS-specific (or even server specific) strats, increase the amount of time those of us who study the game have to discuss and engage with new content and increase the relative challenge of the content.

If Joe "Casual" Bloggs complains he can't aquire the bestest sword in the game because he only plays FFXVI 2 hours a week and only wants to bother with an "event" of sorts on his single 50 once a month... Instead of making the game to straightforward for the rest of us, perhaps someone should stand up and say, "hold on, maybe he shouldn't have it anyway."

Goobbue is a thank you gift, fine I understand it. My personal opinion is that the best part about that ride is the music; I love it. Thank you for it. But Primal weapons are NOT gifts, they should be worked for and hold an achievement status. They should not be given to everybody. The developers didn't sit around their table one day drinking coffee saying "hmmm I know, lets gift everyone in the game all the best gear so they look pimp but leave out any reason for them to actually equip it!"

Much more... "Lets make it hard to get the best gear in the game, so they look pimp, feel a sense of 'I've achieved something' when wearing it, but give them no other reason to equip it!" Lol, I jest. But you see the difference?

Currently, without making content harder to beat, there must be a limit to our access in the form of a time and/or effort investment, to make current challenges live longer. This is really what the keystone farming was all about, I think.

Also, as I led in bed last night after making this thread something struck me. A simple suggestion that would make content that is currently out a worthy challenge, and can also be applied to to any and all future relevant content. Specifically i'm talking about the current dungeons, and their rank requirements for entry. The Thousand Maws of Toto-Rak has an entry requirement of rank 25, and grants level 30 gear from the three bosses. Level cap it. Make it a capped instance, at level 30, and work from there. Dzaemal Darkhold has an entry requirement of 45, and grants gives gear that is used at level 50. So Keep it capped at 50. How many times have people done the 25 dungeon and just switched to a 50 either at the end or upon entry. WHAT'S THE POINT?! Particualarly as there are likely to be new players asking for help with these dungeons now. It ruins it for them.

I don't have all jobs at 50, but I have all my DoW and DoM to 50. That's my choice, fine. But if a level 35~40 dungeon is released, me and many people like me will cakewalk it. Unless its capped at 40. In which case, the challenge remains.

I fully understand that this will not be popular with everyone, but it will ensure that new players get the 'full experience' because they won't be with people 25 levels higher then them, (35, if you count the r15 dungeon Shposhae, however that's much more of an open world 'zoo' that allows a sneak-peak at the extremely impressive Lone Coeurl), and means that whenever the level cap increases, current challenges will still remain. Are The Dev Team seriously expecting us to re-run a 25 dungeon at level 60+ just to aquire a piece of 30 gear for a new job that's released?

Level cap us, nerf our stats. Make life difficult. I honestly wish this was an original idea of my own, but of course it isn't. Its been done before, and was imho hugely successful.

*hits the "Post Quick Reply" button* lol'd...