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  1. #31
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Cer View Post
    To make things more enjoyable they should probably remove speed runs. Idk anyone that is super excited to have to blow through the hard work (of the developers) and content of the dungeon (Cool cutscenes and mechanics) in about 25 minutes just to make sure you have a chance at the rewards.

    They also need to increase the timer on re-entering the dungeons. If they don't want people to beat something within the first day its out, don't let them go in 50 times within a day. With that drop rates should be increased. Idk about anyone else, but on my 35th Ifrit run within two days, it started to lose its "magic." Now one could say, "But you don't HAVE to run the dungeons every half hour." That's true, but not. In order to do a lot of these thing you have to have done it many times and know your role. Especially if you want that speed chest with the only worthwhile drops. SE is pretty much forcing us to do content a million times to get something, and because of this either people get burned out and don't want to ever do the content again, or its just plain boring by then. Plus any LS that does "endgame" runs these things quite a bit, sometimes that being all they do.

    EDIT: Well, not sure what Rukkirii means by that but i hope its not a variation of what they are currently doing. Maybe some sort of performance evaluation?
    On second thought, i suppose its good that they have the content being so accessible since its all going to be destroyed in 2.0.
    That's because there is very little content. I really hope that 2.0 has enough content that they don't need mechanics that force you to run the same thing over and over and over and over....

    Sad thing is... Easy/Hard mode is just another way to get you to run the same content over and over and over and over and over
    They are taking the repetitive system we have now and making it so now you have to do that same repetitive thing even more

    At the end of the day... I'd much rather do 1 long piece of content, like running through the Amalj'aa city Paglth'an for 40 hours to get to the end, with checkpoints and safe places to stop and break along the way, and spend a week or 2 trying to make it through this city as opposed to doing a 25 minute speed run 96 times
    96 speed runs is 40 hours of the same 25 minutes of content (Not including the 15 minute wait)... That type of thing will not help make 2.0 successful... and easy/hard mode wont help that at all... in fact it makes it worse... now instead of doing 96 speed runs.... you'll do a few easy mode speed runs to get the dungeon down and still 96 hard mode speed runs... so it just adds even more work
    (2)

  2. #32
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Rukkirii View Post
    In 2.0, we have something else planned that is slightly different than "Hard" mode and instead of increasing the drop rates, the rewards will be fitting for what's being planned.
    Incoming annoyingly terrible drop rate once again?
    (3)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  3. #33
    Player
    Disturbed's Avatar
    Join Date
    Mar 2012
    Posts
    16
    Character
    Judge Torx
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    2.0 is going to flop so hard... rofl

    This game is terrible
    (1)

  4. #34
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Nakiamiie View Post
    Incoming annoyingly terrible drop rate once again?
    pretty much... unless the Japanese forum complains about it
    (3)

  5. #35
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Disturbed View Post
    2.0 is going to flop so hard... rofl

    This game is terrible
    The game is not terrible. I still enjoy it very much and is headed toward something even better.
    However, one thing that hasn't changed are the terrible drops for the no-life hardcore players. It is annoying and irritating because it makes some rewards unaccessible for casual players. Ok, sure, I understand the idea of prestige behind it.
    However, prestige shouldn't come with wasting your time winning the same thing over and over again. It should come with something more difficult, involving an very high amount of strategy.

    For example, at first, I found the Iffrit fight very hard and fun. Then, I finally started winning. First blow: no reward whatsoever from the fight itself. Then, I started winning some more, the fight became less and less fun because it became more and more of a chore trying to get a drop. By the 10th win and no drop, Iffrit was not fun anymore because I knew there was 80% chance nothing would come down of it.

    Right now, I have yet to get a win at the Moogle fight, the Moogle fight is still very exiting BUT since I know I will most likely NOT get any single item drop after my first win, it is like pouring a bucket of icy water: it kinda breaks my fun. I will try to win at least once, for the fun of winning the fight itself. But I doubt I'll try it more than 5 wins with the current terrible drops. I play to have fun, not get a second job.
    I can put up with a little grind, having to gather a few totems/nuts for a weapon, it's ok (as a 100% drop for each member). It's an MMORPG, no spoon feeding otherwise there is no prestige (here, take this item for next to no effort -- like seasonal items, no prestige in them, but fun to have). But taking away my carrot as I am going to bite into it... NO.

    Edit: I still do the lesser dungeons from time to time, like Toto-Rak, even though I have nothing to gain from them (got everything). (Well, now a few GC points from the items) I do it for the fun of it. The same will happen for Iffrit and Moogle, the content will not die.
    (3)
    Last edited by Nakiamiie; 04-08-2012 at 11:50 AM.
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  6. #36
    Player
    Disturbed's Avatar
    Join Date
    Mar 2012
    Posts
    16
    Character
    Judge Torx
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Nakiamiie View Post
    The game is not terrible....[/U]
    I agree somewhat, but we run AV/CC 5 chest runs (maybe 5-6 runs) ~5 days a week since it's been out. We have not seen a single chest piece. Now we wait 2-3 hours just to get enough people on to run it 2 times a night. Next week we probably won't even run it at all. It's so boring, no one wants to do it and neither do I. The system has failed horribly. Fix the way the dungeons work. They aren't going to fix the game if they intend to: "In 2.0, we have something else planned that is slightly different than "Hard" mode and instead of increasing the drop rates, the rewards will be fitting for what's being planned."

    Everyone should be skeptical of 2.0.
    (2)

  7. #37
    Player
    Seyrr's Avatar
    Join Date
    Feb 2012
    Location
    Limsa Lominsa
    Posts
    50
    Character
    Seyrr Timono
    World
    Hyperion
    Main Class
    Fisher Lv 80
    Quote Originally Posted by Genome View Post
    That sounds AMAZING..ly like it could be anything from fish scooping to dynamis.
    fish scooping
    Okay. Who do I need to pay and how much to make a fish scooping raid exist? This sounds both horrible and amazing and I want it to exist.
    (3)

  8. #38
    Player
    Ramsey's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    362
    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    Am I the only one that hopes that we move away from speed runs in 2.0? I'm sure it's very exciting for an organized linkshell group, giving you a "high score" essentially to continue trying to best. However, it's extremely unfriendly to an average player in a pick up group. It trivializes much of an instance's content, and forces players to try and run an instance as fast as possible, giving players who haven't done the instance before almost no time to learn what they are doing.

    I've been able to complete all of the instanced content I've wanted to so far, just with PUGs, but I fear attempting to gain any sort of mass appeal with this method of instance. Final Fantasy has never been about running through dungeons as fast as you can. What happened to exploring, solving puzzles, etc? It's alright to have highly optional speed runs, or have varying types of raid content (a la salvage vs dynamis vs nyzul) and some of that content being speed focused, but having all of the decent rewards in the game gated behind speed runs is very off putting.
    (4)

  9. #39
    Player
    Koku's Avatar
    Join Date
    Jul 2011
    Posts
    129
    Character
    Kazuhira Jaeger
    World
    Hyperion
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Ramsey View Post
    Am I the only one that hopes that we move away from speed runs in 2.0? I'm sure it's very exciting for an organized linkshell group, giving you a "high score" essentially to continue trying to best. However, it's extremely unfriendly to an average player in a pick up group. It trivializes much of an instance's content, and forces players to try and run an instance as fast as possible, giving players who haven't done the instance before almost no time to learn what they are doing.


    I've been able to complete all of the instanced content I've wanted to so far, just with PUGs, but I fear attempting to gain any sort of mass appeal with this method of instance. Final Fantasy has never been about running through dungeons as fast as you can. What happened to exploring, solving puzzles, etc? It's alright to have highly optional speed runs, or have varying types of raid content (a la salvage vs dynamis vs nyzul) and some of that content being speed focused, but having all of the decent rewards in the game gated behind speed runs is very off putting.
    I completely agree.
    (1)
    Om Mani Pad Me Hum


    Of art and music~ http://wcjoseph.blogspot.com/
    http://lodestone.finalfantasyxiv.com/rc/diary/top?cicuid=10218844

  10. #40
    Player
    ESAR's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Myrddin Soleece
    World
    Hyperion
    Main Class
    Botanist Lv 30
    Thanks for the response Rukkirii! ^^;

    I was having problems getting back on the forums to post x.x;

    I still think having multiple modes is a good idea. If everything was super hard, it would only cater to the hardcore. If everything is too easy, no one will find it challenging, and it will just be mindlessly repeating the same content over and over (kinda what it's at now sadly). The thing is, if you don't want to do normal or easy mode, don't it's your choice.

    Something definitely needs to be done about the droprates though. I can't think of a better system then giving us currency and keeping the randomness we have now. It feels like a punishment. Personally, I want to have a life. So is the definition of hardcore just mindlessly grinding the same content for the low low chance of getting what you want, I'll pass.

    I don't believe in Day reentry's in content like this, maybe something on the dynamis scale, but not this. Adding a reentry time like that would only be catering to the hardcore and people wiht organized linkshells. Besides, what if you have 10 people that want to go, two are just outta luck. IDK, that doesn't see like a good idea to me, Thought I'd put that out there. There's a mix of people that play the game and to me that feels like only a small group could even try out that content. Seems like a waste.

    One thing I like about two modes is that one can be used to build a strat and the harder mode can be used to challenge us even if we mastered that strat. Cause like someone said, once the video is out, the content becomes easy.

    If you want to make content feel fresh each time, I think you need to invest in randomly generated mob layouts. Not really random, but have like 5+ layouts for each raid and have it randomly select one to use as we enter. I'd imagine cost might be an issue, but I know there's gotta be a way around that.

    Another thing I'd like to see is some more raids like Toto-Rak (level 50 of course), with multiple targets within each raid, rather then running the same thing over an over it might also help raids feel a little fresher for longer.
    (0)

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