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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Jynx View Post
    On this tangent that RNG is is utterly evil and needs to be banished from the face of the earth. What then when you have completed everything what is the long term goal?

    You kill Ifrit 10 times bam got your axe, screw ever touching him again becasue there is no reason to do so, unless it's to make a rare materia you can't get elsewhere it still puts a finite number on "HOW MANY TIMES I MUST DO ____" It essentially turns the entire god damn game into the essence of "Fetch quests that everyone hates"

    Kill the Moogle king 10 times
    Kill the Moogle king 20 times to get Shiny materia as well

    I don't mind being able to progress while playing the game but I do like to leave some things up to chance, or at least give me a option where taking a chance can yeild better results than just slogging it out. People are so unhappy that there is a chance they might be "That guy" who gets burned by %'s and whatnot while I fear being "That guy" who didn't hop on the update wagon and can't find a single damn person to do X-new mission with because everyone is finished that shit and yelling at SE for the next patch.
    That is a matter of perspective, yes doing token 100% systems darkens it. But the sad truth with % is that you can legitamitely be screwed 1000 times in a row.

    For items its one of the reasons why I suggested progressive percentages. Everytime you fail you get a exponetial bonus %.
    What this would do is create a range of attempts that may feel more natural then a fetch quest but less dreadfully annoying then the full on RNG.

    However for materia and items melding rng needs to gtfo lol. Its why I removed breaking gear from materia, but kept the spirit binding aspect and changed them from rewarding materia to essences. The essences makes it so you have to bind more then one equipment to make a materia , which makes up for the loss of breaking the gear on melds.

    I thought about where the economy would be lost and tried to replace it as smooth as possible while removing all randomization and stupid unfairness. You may take two or three months to make the epic materia but it is so worth it (and everyone else had to work that hard to get the materia as well, so its not like O MY GAWD IT TOOK ME SO LONG U GOT IT FIRST TRY). Dont be afraid when I said two or three months, I think tiers are being underrated right now so making each tier more useful and having a greater bracket of time used would make the end tiers the end goal awesomes. How materia are stored is another discussion probably worth having along with talking about HQ/ NQ items.
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    Last edited by Shougun; 09-28-2012 at 02:36 PM.

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