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  1. #1
    Player

    Join Date
    Dec 2011
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    512
    Quote Originally Posted by sharazisspecial View Post
    Well i am going to get ton of hates for this but this what i would have .

    5 tokens=1 armor
    10 tokens=1 weapon

    Each dungeon has 3 modes and 3 tiers of gear . You choose which mode at enterence

    Normal mode-
    ------------------
    Shared loot pool- homogenized appearance

    Boss drops- 1 normal item and 1 normal tokens for each party member

    *Last boss can only be accessed after killing all bosses

    Last boss drops- 3 normal items and 1 normal token for each party member

    Hard mode
    ----------------
    -Perhaps Additional boss/bosses. Additonal areas. Also bosses are have more damage and more health + extra mechanics and enrage timers
    -each boss has a few items only they can drop though there are a few shared items . The last boss has multiple items only they it drop

    normal boss drops 1 rare and 1 rare token for each party member
    last boss drops 3 rare items and 1 rare token for each party member

    Challenge mode -
    ----------------------
    Loot Pool is NOT shared at all - when dungeon is finished for the first time a worldwide shout/message seen by players not in an event,dungeon or pvp saying "GUILD ????? or list the name of the players if their guild name is not the same HAS BEATEN CHALLENGE MODE OF CRYSTAL TOWER"
    Perhaps npcs could cheer.

    bosses are completed under an extremly unforgiving challenging condition ,have enrage timer Gains extra challenging mechanics. Enviroment change ,Instant death, additonal adds, aura of hurt. Basically play perfect or wipe.

    E.G ifrits nails are invicible , dalamud spams more meteors.So far ffxiv battles havent exactly been very imaginative. Basically dodge the fire , kill adds.
    In future there could more unique mechanics to make crazy for challenge mode

    Normal boss drops 1 epic items and 1 rare token for each party member
    Last Boss drops 3 epic item and 1 epic token for each party member

    Ok so normal armor will be named like darklight. So for ifrit it will be named. Infernal robe, infernal chestplate, Infernal breeches etc
    Rare armor has more unique name
    Epic armor would a really grand name.
    I would like a colour coded system for epeen reasons.

    Instead of 1000 easy 15min mind numbing speed runs for full set of gear

    We go like
    10 runs easy mode lasting 15-30mins
    10 hard mode 2+hr
    10 Challenge mode 2+hr

    Though there are less runs consider the amount of wipage that will occur and time spent learning fights. Too bad they have already have released relic weapons because i was think have currency or items needed for relic to drop from challenge mode.

    Btw if you have a 25 man alliance requiring dungeon then bosses would drop more like 3 peices per normal and last boss would drop 5 peices.

    Problem is current materia makes challenge mode gear less shiny.

    Normal for extremely casual players. Normal/hard progression for casual/normal gamers. Challenge mode for hardcore gamers.

    I disagree with this. There is no reason for the devs to have to sit there and make different difficulties for every1. It needs to be made with 1 difficulty and you can either finish it or you cant period.
    (1)

  2. #2
    Player
    darkstarpoet1's Avatar
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    Mar 2011
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    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Dzian View Post
    Again this is it. People don't want stuff handed to them. They just want a bit of reassurance that they will get what they want eventually and can visibly see themselves getting closer and closer to obtaining what they want one way or another.

    How many thfs spent years doing dyna and never saw thf gloves or rdms with there hats for example. people want to be able to see progress on the items they want. which is what every token topic for the last 2 years has been about. a sense of progress. not hand outs.
    but that is what i mean. if they want to have lower tier versions of the best gear they can get by tokens then that is fine, but i feel there should be a way to work towards the high end gear as well. say we get 1 token per player per run then make the lower tier gear take 20 tokens to get the lower tier version of the gear with like 50% of the high end stats, but make people be able to advance towards the high end even though it may cost 200 tokens to get the high end gear. sure it may take 200 runs to get the piece you really want or you could get it way before then on the drops, but if not you could feel you were making progress even if it took alot of effort to get.

    @Bunny Boo

    Quote Originally Posted by sharazisspecial View Post
    normal boss drops 1 rare and 1 rare token for each party member
    last boss drops 3 rare items and 1 rare token for each party member
    i don't think you really know what rare items are. they are rare because they don't drop often and not everyone has them.
    (0)


    http://crystalknights.guildwork.com/

  3. #3
    Player
    sharazisspecial's Avatar
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    Mar 2011
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    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by darkstarpoet1 View Post

    i don't think you really know what rare items are. they are rare because they don't drop often and not everyone has them.
    I used normal , rare , epic as tier list of gear quality.
    Normal -average and entry level
    rare-mid level- above average
    epic-exclusive and very rare.

    I prefer items be earned by skill not by being lucky by rng . Or repeating an easy instance 1000x times. But it does seeem that ffxi/current ffxiv fans are content with doing that.

    I personally do not understand why people want items to have terrible drop rates rather have a skill level requirements instead. Because only the elite skill level should the best gear rather then gil buyers or encouraging people to waste their lives away grinding to beat that 0.01% drop rate.

    When i see someone with armor they got from getting lucky i dont really care. They wasted xxx hours just grinding. Honestly i feel sorry them. They could be terrible players who got lucky.

    But when i see someone who has exclusive armor from doing hard modes/high ranked pvp reward i have more respect for them because they have a high skill level and would be a like them to be in my group.

    In ffxi i had alot of useless party members with really good gear probally obtained from skilless grinding/buying gil

    I am one of those players that doesnt care much about having superior gear to everyone else. I just prefer not grinding . I would like in mmo to have my skill tested rather then waste my time grinding.

    whats really the difference between a Ridil obtained by 0.01% drop versus making ridil only availible if you beat a really hard hardmode fight .Both would be just as rare.
    (0)
    Last edited by sharazisspecial; 10-17-2012 at 10:37 AM.

  4. #4
    Player
    Thunderz's Avatar
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    Sep 2012
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    421
    Character
    Thunderz Canadia
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by sharazisspecial View Post
    I used normal , rare , epic as tier list of gear quality.
    Normal -average and entry level
    rare-mid level- above average
    epic-exclusive and very rare.

    I prefer items be earned by skill not by being lucky by rng . Or repeating an easy instance 1000x times. But it does seeem that ffxi/current ffxiv fans are content with doing that.

    I personally do not understand why people want items to have terrible drop rates rather have a skill level requirements instead. Because only the elite skill level should the best gear rather then gil buyers or encouraging people to waste their lives away grinding to beat that 0.01% drop rate.

    When i see someone with armor they got from getting lucky i dont really care. They wasted xxx hours just grinding. Honestly i feel sorry them. They could be terrible players who got lucky.

    But when i see someone who has exclusive armor from doing hard modes/high ranked pvp reward i have more respect for them because they have a high skill level and would be a like them to be in my group.

    In ffxi i had alot of useless party members with really good gear probally obtained from skilless grinding/buying gil

    I am one of those players that doesnt care much about having superior gear to everyone else. I just prefer not grinding . I would like in mmo to have my skill tested rather then waste my time grinding.
    welcome to the world of MMO's

    where everything is.... well.. considered grinding

    Even if they made it into a progress thing to get items it would be considered "a grind" to obtain all the tokens to purchase it

    people will bitch and moan about every kind of system tbh

    but lets not start complaining about grinding in a MMO thats just silly now

    -every MMO has grind don't kid yourself -
    (1)

  5. #5
    Player
    Thunderz's Avatar
    Join Date
    Sep 2012
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    Character
    Thunderz Canadia
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    If they increase the level cap then its fine for old gear to be replaced by better gear. I don't expect them to release a set of gear that will be remain the best for 5 years.

    I just don't want them to keep releasing level 50 gear which is marginally better then the last set

    Increase the level every 2 years until we hit a decent level (75~80)

    But we need to retain HARD to obtain items so the community keeps running it

    you can have wtv BS items for starter and mid - endgame items for the rest
    (1)

  6. #6
    Player
    sharazisspecial's Avatar
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    Mar 2011
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    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Well the thing is to make it not feel like grinding.

    0.001% drop rates and repeating an instance 1000 times versus doing tiered difficulty(normal>hard mode) but 100% drop rate for succeeding.

    FFxiv 2.0 will be released in 2013.
    "Lets just make everything 0.0001% drop rate and have everyone grinding the same boring instance 1000 times to stretch out content" will not work anymore unless you want to alienate most of the mmo players and have a very small niche community .

    They have to make people "feel" they are progressing meaningfully since people have more choices in mmos now.
    (1)
    Last edited by sharazisspecial; 10-17-2012 at 10:44 AM.

  7. #7
    Player
    Thunderz's Avatar
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    Sep 2012
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    Character
    Thunderz Canadia
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by sharazisspecial View Post
    Well the thing is to make it not feel like grinding.

    0.001% drop rates and repeating an instance 1000 times versus doing tiered difficulty but 100% drop rate for succeeding.
    100% drop rate means

    people grind it out for 3months and never do it again when they obtain the item

    then people complain no one does the instance anymore...
    (3)

  8. #8
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
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    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Arent new players already finding it difficulty to join groups. Because people are running their dungeon groups in their small cliques and linkshells(terrible community seriously) . They wont invite new players to their groups. In ffxi it took too long to find groups as well.

    Isnt ifrit and moogle outdated compared to garuda and darklight. Also materia melding makes lower tier dungeon drops obsolete . Also there is the fact that newer/casuals player cant afford triple melded gears.

    The question should be
    Is Yoshida and the higher ups satisfied with having a very grindy model but smaller hardcore/diehard ff fan niche group of suscribers
    versus
    Having much larger amount of suscribers but having a model that is less grindy by pumping out those content updates but with some negatives such as outdating content with weaker gear.

    Because very low drop rates will push out alot of potential players. Especially ones who didnt like ffxi's model.
    (3)
    Last edited by sharazisspecial; 10-17-2012 at 11:02 AM.

  9. #9
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by sharazisspecial View Post
    Arent new players already finding it difficulty to join groups. Because people are running their dungeon groups in their small cliques and linkshells(terrible community seriously) . They wont invite new players to their groups. In ffxi it took too long to find groups as well.

    Isnt ifrit and moogle outdated compared to garuda and darklight. Also materia melding makes lower tier dungeon drops obsolete . Also there is the fact that newer/casuals player cant afford triple melded gears.

    The question is Yoshida and the higher ups satisfied with having a very grindy model and thus having smaller hardcore/diehard ff fan niche group of suscribers versus having much larger amount of suscribers but having a model that is less grindy with some negatives such as outdating content.
    Because very low drop rates will push out alot of potential players
    The reason it's hard to find groups for things is not because of drop rates. It's because the level of competency (in gear and skill) required for things like Garuda and speed running dungeons is far higher than you'll find in most random players. Most people don't want to deal with pick-ups so they form statics, people they can trust to play well and get things done. This will always happen, unless the content is so easy that any random group can do it no problem.
    (1)

  10. #10
    Player

    Join Date
    Dec 2011
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    512
    Quote Originally Posted by sharazisspecial View Post
    Arent new players already finding it difficulty to join groups. Because people are running their dungeon groups in their small cliques and linkshells(terrible community seriously) . They wont invite new players to their groups. In ffxi it took too long to find groups as well.

    Isnt ifrit and moogle outdated compared to garuda and darklight. Also materia melding makes lower tier dungeon drops obsolete . Also there is the fact that newer/casuals player cant afford triple melded gears.

    The question is Yoshida and the higher ups satisfied with having a very grindy model and thus having smaller hardcore/diehard ff fan niche group of suscribers versus having much larger amount of suscribers but having a model that is less grindy with some negatives such as outdating content.
    Because very low drop rates will push out alot of potential players


    The issue isnt them being new players, the issue is they cant play their job, dont want to listen or just plain dont want to put effort into much of anything. This is not WoW, we dont need a FF game thats in anyway, shape or form like WoW. From all your post it seems you are in the give it to me know crowd and refuse to do anything that requires some effort. Again if you dont want to work or put effort into obtaining what ever it is you want you dont deserve to acquire it!
    (1)

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