QFT
Mix a bit of this
with a touch of this
stir in a bit of this
spiced with a bit of this
and an ounce or two of this
and for dessert
tl;dr
this
but not this
and not this either
QFT
Mix a bit of this
with a touch of this
stir in a bit of this
spiced with a bit of thishow about use achievement to get the points than can be traded to token(s) that can be traded with the gear?
just like
-survive the fight without death (for primals/dungeon)
-all class present/max 2 same class on the party (for primals /dungeon)
-no changing class during run (dungeon)
-have Paladin that receive most damage and did not die during fight (primal/dungeon)
-have WHM and no party member die during the fight
-have BLM/DRG/MNK/WAR/BRD with total damage minimum xxx (depends on job) damage and without pulling hate (or pulling hate can reduce the points)
-have BRD successfully cast x amount of buffs during the fight
-etc...
with this devs and player can define what challenges that can be presented and how can players get rewards for the performance...well the idea something like that...balance is a must.
and an ounce or two of thisI would like to see at least one dungeon with a scoring system like the hamlets have and have the 5 chest drop based on score. It could be fun to constantly try and improve a score instead of just focusing on time(although im sure time would help the score). On the other hand it could end up being worse.
There is actually a happy medium, two in fact....
there are two possible solutions: Currency, and Progressive Rewards....
There is no actual need for true randomness, there is also no actual need to make the content faster or less spammable, it just needs to be more less aggravating, something that randomness does.
and for dessert
tl;dr
this
but not this
and not this either
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