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  1. #1
    Player
    BlueMage's Avatar
    Join Date
    Apr 2012
    Posts
    618
    Character
    Raine Jaeger
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    You'll enjoy the game a lot more if you do content you like, and at a pace that feels fun, thinking of the rewards/items as a bonus. Don't make yourself suffer grinding content like a chore which you're only doing because you want a certain item from it ASAP.
    (1)
    Last edited by BlueMage; 06-14-2012 at 11:24 AM.

  2. #2
    Player
    Alkar's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    123
    Character
    Lilith Lufaise
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    It'll be changed in 2.0. Yoshida pretty much said that they're planning to revamp everything then and that the low drops are simply there to keep us playing now. There is one team developing 2.0 and another following 1.x with Yoshida mostly focused on 2.0 for obvious reasons.
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    140
    My thoughts...

    1) Keep the 30 min timer on Ifrit, Moogle and Garuda fights and any fights like it. Still have achievements for speed runs and stuff like that. Make the fight accessible in the same manner as i is now, 15 min cooldown for win and 5 min for loss. Raise drop rates based on wins as mentioned earlier in this thread.

    2) Make dungeons longer by adding more content to them like NPC rescues, more bosses (maybe some mini bosses with lower drop rates on the same gear while the bigger end bosses have better drop rates), some puzzles or mini-games inside the dungeon that have different solutions to them each time. Extend the cooldown timer to one week -1 hour (for late comers). The biggest thing is to get those damn timers out of dungeons. Nothing ruins an (don't shoot me for using this word) immersive experience than being on the clock. Let people enjoy what they are doing. Let them think about what they are doing. Give them more things to do in an instance and they will explore it more thoroughly. Gear the achievements for dungeons toward completing objectives in the dungeon rather than clocking them with a stop watch so they miss the whole damn thing. An instance like a dungeon, a ruin or a beastman hold should be a 2-3 hour experience not a quickie in a bar bathroom.
    (1)

  4. #4
    Player
    Grimwald's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    99
    Character
    Valkyrie Brynhildr
    World
    Excalibur
    Main Class
    Thaumaturge Lv 70
    They literally have to make this content last till 2.0, they are going to make it as grindy, and the most pain staking to keep you in the game as long as possible and to ensure continued subscriptions of players.
    (0)

  5. #5
    Player

    Join Date
    Mar 2011
    Posts
    401
    Yes! This thread over and over as long as it takes for the development team to realize that after killing ifrit 25 times and doing the fight over 70 times (Lots of fails thanks to inexperienced PUG groups) I should at least have ONE weapon....

    This game right now is one big stall for time. I resent this game when I realize it.
    (3)

  6. #6
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    While I think timers should remain as is (just because you can enter doesn't mean you must), I strongly disagree with encouraging people to do speedruns.

    My first time in CC I was told to not fight anything. We basically just ran through. What is this? [run away!] Online? It's unbelieveable. It's called Disciple of War for a reason.
    (2)
    Last edited by Payadopa; 06-15-2012 at 12:19 AM. Reason: omg, I'm stupid! lol

  7. #7
    Player
    Doho's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    699
    Character
    Doho Fiasco
    World
    Hyperion
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Payadopa View Post
    While I think timers should remain as is (just because you can enter doesn't mean you must), I hardly disagree with encouraging people to do speedruns.

    My first time in CC I was told to not fight anything. We basically just ran through. What is this? [run away!] Online? It's unbelieveable. It's called Disciple of War for a reason.
    I wholeheartedly agree with you. Yet, when i tell people this, they look at me funny. I WANT TO FIGHT. the only reason i log on is to FIGHT. (and occasionally craft and harvest) BUT MOSTLY FIGHT.
    (0)
    "Unbelievable wipes... indescribable failings. Whining, bitching, rage quitting - through an endless party find." - Doho, A Whole New Whorl

  8. #8
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Agreed, speedruns shouldn't even be considered as a standard method for obtaining tokens, unless it's maybe a challenge method for obtaining MORE tokens than what you normally get that way even if you fail the speed run (or the dungeon for that matter) you can still get rewarded.

    Likewise the drops that are being purchased with tokens should reflect a reasonable amount, and there should be purchasable bonuses that can increase your chances for success or failure.

    IE:
    Rewards:
    Non-Boss chest item: 10 Tokens Each
    Boss chest item: 20-25 Tokens Each
    Hamlet Seals: 5 Tokens Each

    Purchasable Bonus Effects:
    10 Min Time Extension: 1 Token per extension (Up to 3 max)
    Token Multipler (Increase Tokens gained, +5Lv to mobs): 1 Token per person per multiple (Up to 3 max)
    Decreased mob Level (-5Lv): 2 Tokens per person per reduction (Up to 2-3 max)

    Challenges to get tokens:

    Dungeons:
    Defeating Dungeon: +1 token
    Beating Dungeon in under 20-30 Minutes: +1
    Beating Princess before the Marshal: +1
    Having Chimera get hit by 10 sandworms before he's defeated: +1
    Defeat Miser Mistress before she returns to a sulfur pool three times: +1
    Avoid 100-Tonze Swing 10 times before defeating Coin Counter: +1
    Clear a dungeon of all monsters (excluding boss/mini-boss): +2
    Clear a dungeon without opening any chests (excluding boss chests): +2

    Hamlet:
    Clear Hamlet defense: +1 token
    Clear Hamlet without losing a cart: +1
    Clear Hamlet without losing a militia soldier: +2
    Defeat all enemies before defeating the leader: +1
    Clear Hamlet without any pot boosts: +1 (per Hamlet Level)
    Clear Hamlet without any pot enfeeblements: +1 (per Hamlet Level)


    Throw these kinds of challenges out there and people should be able to make decent progress at their own preferred pace, as well as reward the overachievers who try to do as much as they can in the amount of time given. They by no means should be "easy" to obtain, however they should be realistic and fairly reasonable to do by the average 6-8 casual players and to give players a wide variety of options for obtaining them.
    (1)
    Last edited by SwordCoheir; 06-14-2012 at 11:53 PM.

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  9. #9
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Why, thank you.
    And here I though I was the only one.
    (oh and I mean strongly instead of hardly. I really need some coffee >.>')
    (0)

  10. #10
    Player
    Rizon's Avatar
    Join Date
    Mar 2011
    Location
    Quincy, Il
    Posts
    939
    Character
    Rizon Cerberus
    World
    Hyperion
    Main Class
    Marauder Lv 81
    Quote Originally Posted by Lumen View Post
    I have been playing FFXIV for over a year now and there has definitely been a lot of positive changes and I have had a lot of fun.

    However, lately I have been feeling completely defeated while playing this game. The total reliance on random drops with ridiculously low drop rates for content such as Ifrit, Moogle, raids, coffers, HQ mats, materia, hamlet, and now apparently artifact weapons will require a combination of many of these, is completely un-motivating. (Yeah this is another one of those threads @_@; but this is a major problem in my opinion)

    In all seriousness though, this is a game and should not cause the level of frustration, or perhaps even resentment it does. I'm not saying everything should be handed to us, but for some of us bad luck follows us around (I spent a month and a half doing Darkhold to get the Revolutionary Bliaud, done Ifrit probably 100 times and have only a single totem and a bow i cant use to show for it). This game will need to alienate it's players by defeating them in this manner.

    Aside from raising drop rate and such, personally, I would like to see most things changed to system like Garuda drops implemented for applicable content. This would provide a sense of accomplishment as well as a motivation to continue doing the content. I would also like to see a system that would allow for trading in a drop you cant use, either to some one who can or to an npc in exchange for one you can. I realize I am reiterating a lot of things already said on the forums, so sorry about that, but I feel that this needs reiterating.

    Thanks for your time reading my rant.

    Hmmm. I think there are more threads concerning this topic then actual Primal Drops. Could be wrong but not by much
    (0)

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