Cause I wrote it somewhere else, and because it goes to the general principle of all the change vs. don't change crap.
Sometime someone has to realize that allowing yourself 16hrs a day 7 days a week to play, then complaining when you complete 100 hours worth of content in a week isn't the "casual(still BS term)" players fault. The majority of players, from what I've seen after 10 years of MMOs aren't the 12hrs+ everyday types, those are the minority, suiting the minority by requiring 100hrs to get 1 drop, will eventually drive away those with jobs/school/family that can't play all those hours. If SE is going to accomplish anything remotely close to making all the content accessible to everyone they need to find a way to allow players w/ less time to still get things while not making everything too easy to get.
The suggested per person per "content" drop rate with decreasing returns for each successive drop is one decent way to do this. A point system is another decent way, a point system where is purchase increases the price scales it even further. Both give players with less time a chance to get things they'd like w/o needing years, and those that spend more time will get multiple things with each taking a bit longer than the last. If to get that 7th weapon takes some 300 runs there will be plenty of people that just can't/won't invest that kind of time. Allowing the first to be acquired after as few as 1~10 run so that the first time you win you feel just that much more rewarded but know that each successice drop will take 10 more attempts than the last to get so drop 2 @10~20, 3@ 20~30, 4@ 30~40, 5@40~50 ... assuming you go for 4 weapons and get lucky enough to have them drop at the low end of the rate 1+10+20+30 = 61 runs for those 4, getting the last 3 131+ runs, again players with time to sink in get more players w/ less time will move on.
Stop claiming everything in the game is "Ok" SE agrees that things aren't "Ok", Yoshi tells us regularally that things need improvement, constructive critisim, even of your "heroes" is important. It's how, as the people paying for this endeavor, we get to see some return on our time and money. You do realize it's our money that makes this all possible, for that we should be able to get something we truly enjoy. I don't expect to "love" ever aspect of every system in place, but like in XI I will leave what I don't like alone, content wise, things that will simply take too long for me to do in a realistic time frame will be ignored, but I shouldn't ever look at things and say "Well I think this could be improved, but I'll say it's ok the way it is because I don't think anyone should ever have to change what's already here." If that's the approach people take then nothing good would ever come of these forums, or the desire that has been shown to "please" the players.
XIV Pad: http://xivpads.com/?Elasandria-Servion-Hyperion
Linkshell: http://sd-is.guildwork.com
Rig: https://www.dropbox.com/sc/jv56yukhpi7413q/gQTzd-DS9y
FX-8150 @4.1GHz; 8Gigs ripjaws @1600; OCZ Vertex 3 128GB SSD; WDC 1TB HDD;
XFX Radeon HD 7970;
Heres the rub.
If you make drop rates better, even with longer entry timers, then the interest in the content dies faster.
I'm in complete agreement with the idea that the RNG system needs to go. However, in order to encourge people to replay this content after the permanent loot is gone, then there needs to be some sort of highly desirable consumable involved.
Primal Weapons? Cool, but you get to keep those. How about Primal Meteria? Or Droughts of Elemental essence? (a drink that allows you to absorb or highly resist damage of a particular element.) Beyond merely the "have primal, can use it once" extension - you'll have many reasons to go back to fight these monsters even when you've gotten their permanent drops.
Run-on sentences make me cry ; ;
You're right. there is SO much that could be done with these fights beyond just getting their rare drop.Heres the rub.
If you make drop rates better, even with longer entry timers, then the interest in the content dies faster.
I'm in complete agreement with the idea that the RNG system needs to go. However, in order to encourge people to replay this content after the permanent loot is gone, then there needs to be some sort of highly desirable consumable involved.
Primal Weapons? Cool, but you get to keep those. How about Primal Meteria? Or Droughts of Elemental essence? (a drink that allows you to absorb or highly resist damage of a particular element.) Beyond merely the "have primal, can use it once" extension - you'll have many reasons to go back to fight these monsters even when you've gotten their permanent drops.
Somebody kill off the G5 Dark Matter drops already.
OP confused the heck outta me. Are you saying you want entry times for battles to be longer, so we can't do them as often?
I think it would be harder to find groups outside of LS if it was too long. People would be saying, "I would go with you but I've already gone today." I'd like to at least be able to do a battle a few times a day.
Last edited by Nabiri; 05-20-2012 at 04:05 AM.
~She gave her heart to a falling star~
~~~★~~~
If he's not here, then where?
~~~★~~~
~Been searching for my Afterman~
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.