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  1. #1
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by viion View Post
    SE's solution to everything = random numbers. They're completely uncreative at making nice progression, i've lost hope, but it can be done, Eg's GW2 Karma system is a great example. Garuda was kind of there...

    I agree with everything you said, but i dont think it will change because they just continue to make bad design choices over and over again.

    People like grinding if it means its "rare".... But then you alienate all your casual folks.

    Reading over the Karma system it seems easily exploitable and a means to convince competitive players to buy two versions of the game so that they can easily maximize themselves.
    -----

    To the OP you say the content doesn't take skill, then you're saying that when any of this content is released it's always 100% success rate, people never fail these dungeons at all? You're complaint seems to be tailored to the fact that people understand the dungeon and thus can get by with little issues which is the point that it becomes spammable. It's honestly no different from what you see in XI's events aside from the fact that they can only be done once a day.

    When it comes to being able to spam certain events it comes down to the casual player. The majority of players who complain about content going by to fast or obtaining things to quickly are usually the hardcore players or those who have time on their hands to get through the event and spam it.

    For a casual player however perhaps they only have 1 day in which they can do dungeons, so the ability to spam said dungeon for the whole day is a godsend for them if they just don't have the time to do it later in the week. Unlike in XI when Dynamis use to be on a 3 day cooldown people would have to dedicate 2 days to doing dynamis on a set schedule and such.

    At the start all content is difficult when you don't understand what's going on but once you learn all the tricks behind it it's easy to get through. Honestly speaking the "speedrun" is only a natural order in which this type of content evolves into to. You've learned everything there is to know about it, now you attempt to run through the dungeon in the quickest manner possible.

    People tend to forget that things in this game are designed to allow casual players to maximize the time they have. It's just that the hardcore have the same tools so they can get even greater use out of it. Especially now since anima is pretty much limitless. Anime, leves, dungeon cooldowns.

    In a sense it comes down to this, would you rather have content with a 15% drop rate that you can only do every three days, or content in which the drop rate is 5% but you can do it as much as you like? 3 days equates to only being able to enter the dungeon twice a week, and if you fail you have to wait for the cooldown.. wouldn't that be quite discouraging if perhaps you made a mistake at the start or an unfortunate d/c occured.

    The system set up in 14 is one which allows players to make mistakes since they do happen at times, but rather then all their progress be lost or waste a chance to obtain loot, they are free to try again right away which is why things become easier much quicker. People have more time to play around in the dungeon and can build up strategies for it quicker. With something like dynamis the reason why it may seem like it took a while to understand is because of it's cooldown, if people can only enter it 3 times a day, then you want to win, you don't always think of trying to understand it, but you try and balance both understanding the strategy behind it and winning. If dynamis was set to 1 day strategies would prolly have been set in place 10 times faster, and if people could spam it then it would've been figured out in 5 days lol.

    There's nothing wrong with the content now, it's designed for casuals, it's designed so that even people with little time on their hand can actually enjoy all the content in the game.
    (11)

  2. #2
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    Quote Originally Posted by Airget View Post
    There's nothing wrong with the content now, it's designed for casuals, it's designed so that even people with little time on their hand can actually enjoy all the content in the game.
    which is fine in theory- but in practice when it takes a hardcore player 500-600 runs to get a piece of darklight that a casual player gets in 20... there's a problem. basing everything on luck is just a slap in the face to anyone who puts in more than enough effort, but simply doesn't get lucky.
    (25)

  3. #3
    Player
    Isaaru's Avatar
    Join Date
    Mar 2011
    Posts
    650
    Character
    Leif Gehrman
    World
    Hyperion
    Main Class
    Fisher Lv 50
    Quote Originally Posted by fusional View Post
    which is fine in theory- but in practice when it takes a hardcore player 500-600 runs to get a piece of darklight that a casual player gets in 20... there's a problem. basing everything on luck is just a slap in the face to anyone who puts in more than enough effort, but simply doesn't get lucky.
    Basically the summary of the thread.

    EDIT: Also note that the random number generators are not actually random. SE is using a poorly made one and it's not just in dungeons. Going 1/19 on a double meld for something that is a 24% chance success is absurd.
    (5)
    Last edited by Isaaru; 05-14-2012 at 09:36 AM.
    http://mercsxiv.enjin.com/home

  4. #4
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Airget View Post
    Reading over the Karma system it seems easily exploitable and a means to convince competitive players to buy two versions of the game so that they can easily maximize themselves.
    -----

    To the OP you say the content doesn't take skill, then you're saying that when any of this content is released it's always 100% success rate, people never fail these dungeons at all? You're complaint seems to be tailored to the fact that people understand the dungeon and thus can get by with little issues which is the point that it becomes spammable. It's honestly no different from what you see in XI's events aside from the fact that they can only be done once a day.

    When it comes to being able to spam certain events it comes down to the casual player. The majority of players who complain about content going by to fast or obtaining things to quickly are usually the hardcore players or those who have time on their hands to get through the event and spam it.

    For a casual player however perhaps they only have 1 day in which they can do dungeons, so the ability to spam said dungeon for the whole day is a godsend for them if they just don't have the time to do it later in the week. Unlike in XI when Dynamis use to be on a 3 day cooldown people would have to dedicate 2 days to doing dynamis on a set schedule and such.

    At the start all content is difficult when you don't understand what's going on but once you learn all the tricks behind it it's easy to get through. Honestly speaking the "speedrun" is only a natural order in which this type of content evolves into to. You've learned everything there is to know about it, now you attempt to run through the dungeon in the quickest manner possible.

    People tend to forget that things in this game are designed to allow casual players to maximize the time they have. It's just that the hardcore have the same tools so they can get even greater use out of it. Especially now since anima is pretty much limitless. Anime, leves, dungeon cooldowns.

    In a sense it comes down to this, would you rather have content with a 15% drop rate that you can only do every three days, or content in which the drop rate is 5% but you can do it as much as you like? 3 days equates to only being able to enter the dungeon twice a week, and if you fail you have to wait for the cooldown.. wouldn't that be quite discouraging if perhaps you made a mistake at the start or an unfortunate d/c occured.

    The system set up in 14 is one which allows players to make mistakes since they do happen at times, but rather then all their progress be lost or waste a chance to obtain loot, they are free to try again right away which is why things become easier much quicker. People have more time to play around in the dungeon and can build up strategies for it quicker. With something like dynamis the reason why it may seem like it took a while to understand is because of it's cooldown, if people can only enter it 3 times a day, then you want to win, you don't always think of trying to understand it, but you try and balance both understanding the strategy behind it and winning. If dynamis was set to 1 day strategies would prolly have been set in place 10 times faster, and if people could spam it then it would've been figured out in 5 days lol.

    There's nothing wrong with the content now, it's designed for casuals, it's designed so that even people with little time on their hand can actually enjoy all the content in the game.
    I never said the content didn't take skill, I said it does not reward skill. It rewards luck. Which is true.

    And they already have separate lockouts for failure and success, I don't see any reason that they couldn't keep that to appease those who make mistakes or when unfortunate stuff like d/cs happen. have it be like a 30 minute to an hour lockout for failure, 2 day lockout for success.

    And while I fully admit that I'm a hardcore player, I have a few friends who are casual as well who are more annoyed with this system than I am. With their limited play time on top of the abysmally low drop rates, they have lost all motivation to even try the dungeons. There are plenty of other games out there that cater to the casual market a lot better, creating spamable content with abysmally low drop rates is most definitely not a casual model.

    I see no problem with the lockout model for casuals either. If you have limited play time, you dont even have to worry about the lockouts. Get on, do Cutter's, Aurum, Ifrit, Moogle, Garuda, or Hamlet defense. Or a combination of those. That's a lot of stuff to do, and especially if you're a casual and don't have much play time, you'll always have something to do when you sign on.
    (13)

  5. #5
    Player

    Join Date
    Mar 2012
    Posts
    3
    Quote Originally Posted by Airget View Post
    There's nothing wrong with the content now, it's designed for casuals, it's designed so that even people with little time on their hand can actually enjoy all the content in the game.
    I'd have to disagree with this. I don't get much time to play these days, maybe 8 hours or so a week. I'd rather log in and do one event in the evening than have to spam the same content over and over again. I don't mind being locked out because most of the time I'm not around long enough to be bored. I know this doesn't apply to all players and the people with more time definitely deserve more opportunities for events/rare gear but for me it's a lot more fun to do the event, hope for the best, and if not better luck next time.
    (2)

  6. #6
    Player
    Galliano's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    671
    Character
    Mog Net
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Airget View Post
    Reading over the Karma system it seems easily exploitable and a means to convince competitive players to buy two versions of the game so that they can easily maximize themselves.
    -----

    To the OP you say the content doesn't take skill, then you're saying that when any of this content is released it's always 100% success rate, people never fail these dungeons at all? You're complaint seems to be tailored to the fact that people understand the dungeon and thus can get by with little issues which is the point that it becomes spammable. It's honestly no different from what you see in XI's events aside from the fact that they can only be done once a day.

    When it comes to being able to spam certain events it comes down to the casual player. The majority of players who complain about content going by to fast or obtaining things to quickly are usually the hardcore players or those who have time on their hands to get through the event and spam it.

    For a casual player however perhaps they only have 1 day in which they can do dungeons, so the ability to spam said dungeon for the whole day is a godsend for them if they just don't have the time to do it later in the week. Unlike in XI when Dynamis use to be on a 3 day cooldown people would have to dedicate 2 days to doing dynamis on a set schedule and such.

    At the start all content is difficult when you don't understand what's going on but once you learn all the tricks behind it it's easy to get through. Honestly speaking the "speedrun" is only a natural order in which this type of content evolves into to. You've learned everything there is to know about it, now you attempt to run through the dungeon in the quickest manner possible.

    People tend to forget that things in this game are designed to allow casual players to maximize the time they have. It's just that the hardcore have the same tools so they can get even greater use out of it. Especially now since anima is pretty much limitless. Anime, leves, dungeon cooldowns.

    In a sense it comes down to this, would you rather have content with a 15% drop rate that you can only do every three days, or content in which the drop rate is 5% but you can do it as much as you like? 3 days equates to only being able to enter the dungeon twice a week, and if you fail you have to wait for the cooldown.. wouldn't that be quite discouraging if perhaps you made a mistake at the start or an unfortunate d/c occured.

    The system set up in 14 is one which allows players to make mistakes since they do happen at times, but rather then all their progress be lost or waste a chance to obtain loot, they are free to try again right away which is why things become easier much quicker. People have more time to play around in the dungeon and can build up strategies for it quicker. With something like dynamis the reason why it may seem like it took a while to understand is because of it's cooldown, if people can only enter it 3 times a day, then you want to win, you don't always think of trying to understand it, but you try and balance both understanding the strategy behind it and winning. If dynamis was set to 1 day strategies would prolly have been set in place 10 times faster, and if people could spam it then it would've been figured out in 5 days lol.

    There's nothing wrong with the content now, it's designed for casuals, it's designed so that even people with little time on their hand can actually enjoy all the content in the game.
    I think the cool-down would only happen on a successful completion of the dungeon, if you d/c at the start you can re enter and try again, likewise if you all wipe while in the dungeon you can re enter and try again. If you get to the end and beat the boss then you have a 2/3 day cool down but with a higher chest drop rate.

    Seperate from replying to the quote above, I would also like to add how much I hate speed runs, I think it would be much better to have a chest prereq of lets say "kill every mob in the dungeon" or "you have to kill the end boss in a set time period for the chest to pop". That way people could actually enjoy fighting the mobs in the dungeon instead of having to rush through it every time.
    (0)