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  1. #1
    Player
    Raikki's Avatar
    Join Date
    Mar 2011
    Posts
    759
    Character
    Raikki Zero
    World
    Jenova
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Asiaine View Post
    If SE popped 10 more primal and 20 more dungeons and 50 more quests, then would you have the same concern about the Darklight drop rate? Would you still focus only on that instead of the other content?

    I do not believe the problem is in the low drop rate, but rather, the lack of anything else for you to enjoy doing. In other words:
    The only way to progress in this world right now is through a mechanic that requires great tedium and repetitiveness.

    Rather than address the 'tedium and repetitviness' I would rather address the 'only way to progress'.

    But I would love to hear your feedback on this. Would more content and variety of content and dynamic content that you have not yet come close to completing, that in itself gives rewards and advancement and fullfillment, make you rethink your need to change the drop rate (or tokenize) Darklight equipment?


    And yes, I like Sunshine and Rainbows ^.^
    carraway nailed it:

    Having more content wouldn't make the Darklight droprate more tolerable, it would just divide our attentions to the point where it would take even longer to finish our Darklight sets.
    I would add that the core of the issue is that this game has too much "bite size" content that's farmed over and over and over. I think the original intention was to have something that was not too large a time investment for someone with a short time to play. The problem is, they also decided to balance the drop rates against people who have a lot of time to play. That means people with a short time to play don't have a reasonable chance at getting rewards, and people with a long time to play have to do the same thing an absurd number of times to get their rewards. It's a lose-lose situation.

    No content they put into the game is going to be fun and satisfying anymore after doing it hundreds of times. MMO content needs to be fun and rewarding at the same time, not a choice between the two. Right now, we have a mutually exclusive option between doing content while it's fun but not getting any rewards, or grinding the content long past the point it feels like a chore to get the rewards.
    (4)

  2. #2
    Player
    Asiaine's Avatar
    Join Date
    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Raikki View Post
    I would add that the core of the issue is that this game has too much "bite size" content that's farmed over and over and over. I think the original intention was to have something that was not too large a time investment for someone with a short time to play. The problem is, they also decided to balance the drop rates against people who have a lot of time to play. That means people with a short time to play don't have a reasonable chance at getting rewards, and people with a long time to play have to do the same thing an absurd number of times to get their rewards. It's a lose-lose situation.

    No content they put into the game is going to be fun and satisfying anymore after doing it hundreds of times. MMO content needs to be fun and rewarding at the same time, not a choice between the two. Right now, we have a mutually exclusive option between doing content while it's fun but not getting any rewards, or grinding the content long past the point it feels like a chore to get the rewards.
    I agree with this... and this is what I feel needs to be fixed (not the tokenization/drop rate).

    I look forward to a day where the challenges and big NMs I have to fight are so varied and dynamic that there is no 'guide' or pre-recorded 'dance pattern' to beat them.. but only skill, wit, and harmonization with my allies.
    (2)