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Thread: Is 2.0 doomed?

  1. #11
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    indira's Avatar
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    Indira Cliodhna
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    if people dont wanna play there not, nothing SE can do will change peoples minds.
    (1)

  2. #12
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    Azurymber's Avatar
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    Azury Ariella
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    Quote Originally Posted by indira View Post
    if people dont wanna play there not, nothing SE can do will change peoples minds.
    While i understand and respect your point of view, the person posting immediately before you seems to show that your statement is incorrect, as they would be willing to play if there was stuff to do outside of a group, and unwilling to play if everything requires a group.

    Further, if your statement is true then why even change the game? If SE can't make people want to play a game what is the point of spending millions of dollars to try and do just that?
    (1)
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  3. #13
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    Dawiichan's Avatar
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    Mijin Gakure
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    I remember reading about a mentor system in one of the 2.0 interviews.
    (1)

  4. #14
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    I like longer cooldown with higher droprate, but whats gonna happen is the safest route to defeat the content will be used to an extreme. Dont expect melee to clear content first day yada yada, or even expect a PUG shout for them. There is no more testing stuff for fun because of the valuable timer, everyone want to win and they will go with a way that will win.

    It will also increase elitism bc ppl wil not want gimps that might cause them a loss, ppl dont even want them now, what will happen when we have longer cooldown? We start looking at LF>BLM with int 400 only.

    Encouraging class stacking and elitism ftw brah.
    (0)

  5. #15
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    Ashaylin's Avatar
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    Sahara Zaad
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    Quote Originally Posted by Azurymber View Post
    First:Create A Mentor Program
    Have a way for experienced players to tutor, help, and become friends with new players.
    Did you know 2.0 has a mentoring system?
    (1)

  6. #16
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    Talus's Avatar
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    Talus Valentine
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    Yeah the level sync would have to accompany that system. Sorry, I forgot you mentioned that. I'd even be fine with those being a lifetime achievement so that you don't even have to be in a lvled range for the kills to count. But still have the two tiers like you said.
    (1)

  7. #17
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    Quote Originally Posted by Chardrizard View Post
    I like longer cooldown with higher droprate, but whats gonna happen is the safest route to defeat the content will be used to an extreme. Dont expect melee to clear content first day yada yada, or even expect a PUG shout for them. There is no more testing stuff for fun because of the valuable timer, everyone want to win and they will go with a way that will win.

    It will also increase elitism bc ppl wil not want gimps that might cause them a loss, ppl dont even want them now, what will happen when we have longer cooldown? We start looking at LF>BLM with int 400 only.

    Encouraging class stacking and elitism ftw brah.
    dont think you read what i posted....

    Quote Originally Posted by Azurymber View Post
    However there should be one stipulation: Timer doesn't get reset until you WIN. meaning if you lose a dungeon you can go right back into it.
    If they do that then you can experiment and die all you want. Elitism won't matter.
    (0)
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  8. #18
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    Quote Originally Posted by Talus View Post
    Yeah the level sync would have to accompany that system. Sorry, I forgot you mentioned that. I'd even be fine with those being a lifetime achievement so that you don't even have to be in a lvled range for the kills to count. But still have the two tiers like you said.
    The reason i was wary about saying lifetime achievement is that it might get people to just solo the things as a level 50 and never help anyone. By making them limited to a certain level range it would force them to sync down and be a lot more timely. So it would be logical to team up with a new player since that would make it faster.
    (0)
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  9. #19
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    That is true when content first released, but when someone got a first kill, community will auto follow that strat regardless, bc it will be deemed safe and work. I guess which is already happening, hence why i believe lockouts timer isnt the root of the issue.

    Myself, i prefer spammable content but with tokenized system for at least 90% of the loot and have 10% of the very strong loot on RNG to keep them rare. Kinda like Garuda right now and additional say Garuda Leather at 5% droprate to craft some very strong armor that BoE (Bound on Equip).
    (2)

  10. #20
    Player
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    Quote Originally Posted by Chardrizard View Post
    That is true when content first released, but when someone got a first kill, community will auto follow that strat regardless, bc it will be deemed safe and work. I guess which is already happening, hence why i believe lockouts timer isnt the root of the issue.

    Myself, i prefer spammable content but with tokenized system for at least 90% of the loot and have 10% of the very strong loot on RNG to keep them rare. Kinda like Garuda right now and additional say Garuda Leather at 5% droprate to craft some very strong armor that BoE (Bound on Equip).
    What about spammable content with a tokenized system but diminishing returns + no timer?
    Like the amount of tokens you get are based on how many times you have entered recently. First time 10, second time 5, third time 2, then 1 1 1 1 1 etc.

    The main problem i see with no timer is it makes end-game for people literally with no life. To get the best gear you have to spend 50 hours doing the same thing.

    A lot of people in XI kept playing even when busy just to get dynamis stuff. Like my first year of university all I really did was show up for gods and dynamis a few times a week. I kept paying but didnt have to invest tons of time.
    (0)
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