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  1. #1
    Player
    GordonLiu's Avatar
    Join Date
    Sep 2013
    Location
    Girdania
    Posts
    38
    Character
    Joe Strummer
    World
    Hyperion
    Main Class
    Conjurer Lv 50

    The fun of Triple Triad should be when you manage to prevail over opponents, not...

    The fun of Triple Triad should be when you manage to prevail over opponents, not when you finally got a card drop after playing against the same exact NPC/deck for 90 minutes straight despite winning almost every single game.

    I get that some cards should be rarer and harder to come by, but those should be more difficult to obtain through the difficulty of the NPC/deck that holds them. The rarity of these drops has taken what is a decent game and a fun way to kill some time when you need a break from other in-game activities, and turned it into one of the most monotonous, soul-crushing, time-wasting, unfulfilling, and frustrating experiences in all of FFXIV.

    And if there are drops that rare, it would be nice if they were fewer and farther between, and/or if there was some kind of indication of the rarity - that way someone who thought they were just going to kill a little time will know that they're possibly in for an hours-long endeavor when they encounter an NPC with cards to unlock.

    At the end of the day, this is supposed to be fun, and it's just not anymore ever since I acquired some decent cards and constructed some decent decks. Most of the NPCs are pushovers, the game isn't that engaging, and it's just a matter of doing the same thing over and over and over and over and over to get any rewards from it.
    (3)

  2. #2
    Player
    Beytran70's Avatar
    Join Date
    Jan 2022
    Posts
    95
    Character
    Kenoh'tan Desaali
    World
    Mateus
    Main Class
    Monk Lv 90
    I wouldn't mind the devs locking the cards behind a certain number of wins. It would at least make the RNG more balanced. If you can consistently beat an NPC then you will get to the necessary win count to get the card you want without having to waste time hoping for the right one. For NPCs with multiple cards they can have higher amounts of wins required, and if the devs intend for people to farm certain NPCs to get cards to sell then having some of the ones in the Saucer itself give up cards every so often even after they've been beaten enough could still be fine.
    (1)

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