They just need to make raids a lot longer and more challenging, then put like a 3-5 day lock out on it. I'm talking about dungeons where clearing trash mobs is a challenge. Make each dungeon have an entire gear set (including jewlery) for every class, and have one piece drop from each boss (that means like 5+ bosses per dungeon) and 1-2 pieces ALWAYS drops when you kill a boss. Then make like 3 more of these dungeons with different gear sets with different stats, so people can mix and match stuff to customize their gears.
The longevity comes from needing to get all the pieces for the gear sets for all your classes, and having to wait for the dungeon to be available, not because you have .000001% chance of even getting something. If you have many different dungeons with long lock outs, you can do something different everyday, the content lasts long, and someone gets something everytime you go out.
Hi Okipuit,
Thank you for the reply and info that the Dev Team will be introducing alternate (*better*) methods for obtaining rewards.![]()
That being said, like Signakan, can you confirm for us if we have any hopes of seeing better, less luck-based / mindless spamming systems *before* 2.0?
In addition, can you find out if the Random Number Generator / Low % Random Drops are going to be a mainstay (i.e., a big part) of 2.0? Or does the Dev Team understand that this type of system to force longevity is not desired by most, and thus, it might only be a MINOR aspect in 2.0's End Game?
This is a fundamental question / topic that many of your dedicated players are interested in knowing.
Thank you!
As I was reading the reply a few things hit me that might help with the need to redo content over and over.
* Add Weapons via Achievements.
After a certain set number of runs against any one Primal you'll earn an achievement that gives you a pick of any single weapon of your choosing. Example:
Defeat Ifrit 50 times. - Reward: 5 Inferno Totems
Defeat Ifrit 200 times. - Reward: 1 Inferno Blessing (Allows you to choose 1 Ifrit's weapon of your choice.)
Defeat King Moggle Mog 80 times. - Reward 5 Kupo Nut Charms
Defeat King Moggle Mog 300 times. - Reward: Moogle's Blessing (Allows you to choose 1 Moogle weapon of your choice.)
The number of times are just an example, but if there was a guarantee to get at least one weapon by the time you reach a certain kill count then there's something to look forward to.
* Special Items via Primal Achievements
Defeating the Primals any number of times could yield special items. Maybe a piece of headgear modeled after the primal. A helmet with a set of horns just like Ifrit's. A cap with Moogle ears and the ball. An actual feathered headdress resembling Garuda's plumage.
* Increased Drop Rates for Primals
Killing a Primal for a certain number of times will unlock a special drop rate modifier via the achievements which will increase the chances of obtaining something other than dark matter from a chest. It works only for that primal, and the more times you defeat it the better chances of a drop.
Alternatively there could be a special modifier added instead which slowly increases based on how many times you successfully defeat the primal. Any battle against that same primal resulting in your party's defeat will reset the drop rate to it's default value.
* Conditional Achievements
For those who consider themselves hardcore special conditional achievements could be added to existing Primal battles or dungeons. They exist for some areas already. For example...
- "Old School" - Defeat Ifrit Using Only Classes.
- "Pipin' Hot" - Defeat Ifrit In 15 Minutes.
- "Surviving the Lord of Inferno" - Defeat Ifrit Without Anyone Dying.
- "Cold Day in the Seven Hells" - Defeat Ifrit Wearing Only a Reindeer Suit.
Maybe special titles could be unlocked, or even items. The above is only an example.
* Double Your Odds
This idea I kind of like... Upon the defeat of a Primal you're given the option to accept the current chest rewards, or refuse. If you refuse it gives a bonus chance that the chest will have better drops, or odds of an additional drop upon opening the next time you win. This effect can be stacked up to 3 times before the chest is automatically opened and rewards are obtained.
The same could be done for dungeons, pass on the current rewarded loot from the chest or leave it and allow it to increase next run.
To be clear, this will remain a sticking point within the community until the method of "extremely low drop rates" is no longer in use (or is only in use for true "dream items", like Defending Ring from King Behemoth in FFXI - and the monsters that drop these dream items drop many other things as well, so you don't just end up with nothing most of the time), not just once it is supplemented by other methods (to give an example, if The Crystal Tower has lots of varied content and decent drop rate, it will still be upsetting if Ifrit, Moogle, darklight drops, etc. still have an extremely low drop rate).
Everything should have a decent drop rate - past, present, and future content, it should all be adjusted to reward skillful play, so the challenge is clearing the content, not in spamming the content for a lucky roll.
this is why pvp is important. you need something to do with all that time and gear, other than get more gear and revisit old content. it fills in the blanks and gives people goals, drive, and motivation. New content is great, but what's the point when it's just a 2 step process of a-getting new stuff b-helping others get new stuff. then you wait for more new content.
I agree with the OP on the problems, but I think (optimistically) the current mechanics are a stop-gap measure just to keep things rolling for now while they kick ass on 2.0
as far as lockouts go, it could be good or bad, in my last game we had 9 hour and 18 hour lockouts on most endgame Raids. It was great because people showed up, it sucked because when it was over, most of then would log out and burn the locks.
anyway, yeah, arena style pvp for something to do until 2.0 gets here pls ^^
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
CONTENT TYPE Ideas----
Weekly events for gatherers
1. Fishing contest: Who can catch the biggest fish. Silly prizes include things like fish slapping weapon.
2. Other gathering related content: The Great Gatherer Scavenger hunt...your quest collect all the items in this weeks pool first one back gets X prize. To be fair already gathered items will not count. They will only be items counted officially gathered while you hold the quest.
COUGH COUGH What happened to Parley?
We need some Player vs Player content. If not fighting against each other for now...there's lil games that can distract us. Card game? Chocobo racing? A healthy dose of competition of some kind is ALWAYS a nice addition to MMOs.
Random Map Dungeon
I don't want it to be every dungeon but one or two dungeons that never have the same map when entering.
Cough cough cough...I would like to point to a game...it was a VERY GOOD GAME. In fact it could have been one of best games ever...and I think it is actually on my top list of games...It's SE's in FACT...
THE LAST REMNANT...
Special books you can earn that increase drop rates.
Dungeons where you can get random strong enemies appearing...that don't always appear but when they do give you the opportunity to earn a rare item.
Dungeons where all treasures are random.
Dungeons where mini bosses drop a key which then can be used once you beat the dungeons main boss to grab a rare treasure. Since there are limited chest(s) at the end only those possessing a key can open the chest and your group may have to decide who gets to loot the chest if the run is successful.
Dungeons with locked doors and multiple victory paths and limited number of keys to use. The group must then decide which doors to open and may run out of keys and unable to finish a dungeon if keys are used poorly.
Some thoughts for you all to stew on.
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