QFT


Quote Originally Posted by viion View Post

We dont want 100%
We also dont want 0.0000001%

Where is the medium?


Mix a bit of this


Quote Originally Posted by Jinko View Post
I think its important that Yoshi-p understands that the current generation of gamers want to work towards something either in the form of tokens or a system which increases chance of loot everytime they complete the content.
with a touch of this

Quote Originally Posted by Elexia View Post
The best compromise is a point system, since for those who complain about committing time to something, they can still build points at their own pace versus those who spam will just get there first.
stir in a bit of this

Quote Originally Posted by Aion View Post
how 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.
spiced with a bit of this

Quote Originally Posted by syntaxlies View Post
I 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.
and an ounce or two of this

Quote Originally Posted by Skies View Post
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


Quote Originally Posted by Elexia View Post
Here's the overall lesson to be learned though:

They shouldn't have ignored FFXI. Look at Limbus, Assault, Nyzul (original), Einherjar, Dynamis and Abyssea.
tl;dr

this

Quote Originally Posted by VytasBismarck View Post
but not this

Quote Originally Posted by VeranRamaden View Post
and not this either

Quote Originally Posted by Chardrizard View Post