Well said Dakin.Your so called new 'hard modes but not hard modes' need to have a guaranteed drop. Balance the content and said drops around how many players you want actually completing them, rather than asinine RNG. Reward player and group skill. .8% drop rate on Darklight is not very fun.![]()
I shudder to think if SE releases a Super Hard Mode with better gear, but... *half* the current chance, or the same crappy drop rates as the current Darklight.![]()
I like hard modes, cuz its actually a challenge, i just wish i didn't have to unlock nightmare, wish i could choose it from the start. OH! 'cept in chaos legion.... GG!
If there is normal mode and hard mode... then get rid of normal and make hard mode just what the content is....
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.
Last edited by Cer; 04-08-2012 at 12:44 AM.
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....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.
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
2.0 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.
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!)
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.
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.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.
Om Mani Pad Me Hum
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