This always makes me puzzled to talk about.
Gear that takes a long time to get, and isnt replaced because the new content isnt competitive enough or just doesn't happen.
Or gear that takes less time to obtain but is then replaced by better gear not so long afterwards because new competitive gear is created as new content is being created.
That isnt to say you cant create new content and have gear that takes a long time - but it is more doubtful of an operation.
While some people are annoyed I think a year to half a year cycle is long enough.
FFXI seemed to run in the first way for a long time as the grinds for things where = insane =, but then development teams changed or something as level cap went to 99 in a hurry.
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-
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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
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-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 -
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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.
Last edited by sharazisspecial; 10-17-2012 at 08:29 AM.
Prior to the lettered 1.23 patches, SE has been pushing a new patch out within every three months.
I agree that some things need to hold their value as something totally badass (D. Ring, Kraken Club, etc.) but we don't need another situation where people were level 75 for 7 years, then all of a sudden, "Hey we're increasing the cap and putting in brand new gear!" invalidating almost all the work you did for that period of time. SE needs to keep things changing at a pace that's acceptable enough that you don't feel you wasted nearly a decade of your life. At least this is one of the common complaints I hear about Abyssea. I stopped playing FFXI long before that happened.
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
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.
http://crystalknights.guildwork.com/
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
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.
Last edited by sharazisspecial; 10-17-2012 at 10:37 AM.
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 -
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