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  1. #24
    Player
    Asiaine's Avatar
    Join Date
    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Hello everyone!

    The way I see it is this:

    Problem: If hard mode drops something different than easy mode, then hard mode will be considered 'needed' in order to get that item. This would negate the benefit of having multiple modes as you would 'eventually' 'need' to do hard mode to get that different item.

    Problem: If hard mode only drops a slightly better version of something than easy mode (+1 style stats or a bit more), then only a select few may be willing to do the 'hard' mode version to get that item. This means creating content for only a small percentage of the population, which is not something I can see them focusing on. So I do not see this as likely or wise. Plus it will be messy inventory wise to have multiple versions of same thing.

    Problem: If hard mode drops significantly better version of something than easy mode (pretend +3 exists and imagine how much better that would be). Then this runs the risk of either making easy mode drop not worth or hard mode drop so powerful that it negates the need for crafting and melding. Both can lead to balance issues and make a sizeable population very unhappy (all in the name of having a 'hard' mode).


    Perhaps what is needed regarding hard mode versus easy mode versus extreme mode is a completely different reward system independent of what is dropped. Some would argue that action is its own reward, but Garuda would argue otherwise. So what 'useful' but 'unrequired' drop can come from 'hard mode' that those who only compete in 'easy' mode won't mind, but still retain a benefit to doing hard mode?

    To me, one obvious/useful answer is this:
    Easy Mode: Drops the nice looking equipment. (This makes everyone happy).
    Hard Mode: Drops Rare/Exotic materia. (Good for melders and dedicated players who want to tweak their stats)
    Extreme Mode: Drops Exotic Matter. (Can be used to meld materia to specific unmeldable gear).

    So a simple example (please don't interpret the values as realistic, only example random numbers):
    Adventurer fights hard and eventually wins easy mode and is finally rewarded:
    Easy mode drops: Cookiee Monster Cudgel (+10 INT, +20 Attack Magic)

    A casual adventurer is happy and goes on her merry way. But another might say: Noo... that fight was too easy, I wish a harder challenge. She goes in and wins 'hard' mode and is rewarded with:
    Hard mode drops: Fudge Materia IV (+10 INT, +10 PIE, +10 MND, +10 Magic Accuracy)

    She looks at this and is pleased and thinks it would look good on her Lightning Brand. However, she thinks it would look even better on her Cookiee Monster Cudgel, but alas it is unmeldable... unless... She takes on the challenge of Extreme Mode and wins, and is rearded with:
    Extreme mode drops: Cookiee Monster Super Materia (Allows melding of any materia to a Cookiee Monster weapon).

    She then fuses her Fudge Materia IV to her Cookiee Monster Cudgel and is well pleased with herself.

    (Note: I grant SE full rights to create a Cookiee Monster Cudgel and Fudge Materia).

    Thank you.
    (2)
    Last edited by Asiaine; 06-28-2012 at 01:14 PM.