I dunno, but unless they remove some of the major pathos (Magic, Abilities) this could be a pain in the ass. I envision an event where everyone is subbing DNC or WHM so they can be the healer if they get JA or magic unlock first.
I dunno, but unless they remove some of the major pathos (Magic, Abilities) this could be a pain in the ass. I envision an event where everyone is subbing DNC or WHM so they can be the healer if they get JA or magic unlock first.
That seems like just the kind of awful event SE would put out, lol
What I'm trying to understand is if the "expansions" mean completely new Salvage runs (Bhaflau Remnants Uncharted) or just more floors to the existing Salvage we have already.
Confirmed: http://forum.square-enix.com/ffxi/th...149#post352149
Good game, SE. Good game.Originally Posted by Camate
seriously, piss off with this luck aspect, its bad enough to deal with the luck aspect of shitty drop rates.and as long as you don’t have severely bad luck,
My short lived experiences in Nyzul have already told me that severly bad luck happens pretty fucking often.
Not surprised at all. SE still thinks the RNG is their friend.
On the upside, Dancer will be one of the few H2H users and one of the few one-unlock healers.
It sounds pretty retarded, and I'm not sure why Camate would even have said that, but honestly it's no different than old Salvage was. There were times when you'd be desperate for one particular kind of cell and it just wouldn't drop. For example, incus/prae/opa in Arrapago, specific gear cells in SSR, HP/MP cells in Bhaflau, etc. As long as the unlock rate is high enough, I don't suspect that this will be any different from old Salvage, except that there won't be cells involved. And that's probably what they're going for.
If they keep this, their random unlock shit wouldnt be so bad, tolerable even, since you'd atleast know you're not getting completely fucked over. Atleast your mage will have magic unlocked, your melee will be able to WS and have weapons...if they keep the same system or something similar.*We are currently looking into a similar treasure chest that appears upon entry like the original Salvage, and we are thinking to make it so players can choose who will be unlocked.
Its like the JP are upset that NA's are actually good at "their game" (better even), and they want to take out the entire basis of skill.
ok I take back what I said, that really sounds fucking shitty.
Random pathos on a random member from a random mob (doprate). its like neo nyzul isle x3 lol. There you only had random floor jumps
Watch it take a queue from VW and the code will be something along the lines of this...
Mob dead -> Pick random character in party
Character picked -> Do roulette to determine pathos to unlock
Pathos selected -> Is it locked? No? Oh well, too bad, go kill another mob now, not rerollin for another pathos/character.
Well Squeenix has the idea in its collective head that game difficulty means RNG+Time limit. So look for 15m NeoSalvage coming soon to a server near you.
I feel no sorrow for the people who are interested in the new salavge. The old salvage was the biggest time sink in the world, more so than old dynamis. I have no idea why people bothered getting full sets there. Obtain 3 stupidly hard pieces to obtain due to RNG, plus an unreasonable amount of gil/items to synth them in to one item. Do that four more times for a full set.
Salvage was their upgrade from dynamis time sync, but at least dynamis was worthwhile.
New salavge will be just like the old, but worse.
Enjoy.
You know what would be cool? If you could set up a priority system. Weapon and gear slots favor melee, magic and subjob favor mage.
But this would require effort to code and we all know they want to expend as little effort as possible.
I can hardly contain my exuberance for the new expansion.
9 primary stat cells: HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR
3 ability-related cells: WS, Magic, Subjob
8 equipment-related cells: Weapon/Shield, Head/Neck, Ears/Rings, Ranged/Ammo, Body, Hands, Legs/Feet, Back/Waist
At present we have 20 jobs with 20 pathos. My guess is SE will either associate unlocking a specific pathos with a specific mob's job (if not the literal mob) or pull something akin to Dynamis where types are grouped. I'm also suspecting they'll pull a page from like geting KIs for doing ToAU kings where, while random kills, more than one person could get them. So, in theory, it could be more productive than old Salvage while also not being so anal about low-manning. However, pairing SE with luck is like playing Russian Roulette with 5 of 6 chambers loaded with a bullet. Good luck winning.
I didn't like the old salvage thanks to the cell system, feeling the need to gimp players, poor reward rates, competing with limited assault tag resource, and how after a certain point just taking more people meant them standing around with their thumbs up their butts for half the run or more. At the very least, I'd hope the old gear pieces could be picked up through the new version so those who didn't partake before would be inclined to help so they could later upgrade. But who am I kidding, SE wants everyone to go 0/300+ on QQTH.
QQTH are probably like 20-25% drop rate now
As stupid as Pathos unlocking system is, the randomization of unlocking is by far worse. The lovely RNG is going to guarantee that we'll never see certain NMs again, like the Porrogo Madame.
The drop rate now is fantastic (seeing 1-3 35s per run is not uncommon now), but I have a feeling there's going to be a return to the whole 0/300+ drop rate or some equally sadistic requirement like 1000 alexandrite.
It was usually only 1-2 (depending on your luck with the boss) shitty to obtain pieces, although there are a few annoying 15s to get (usu boots, whatever else comes off those frogs).
People enjoyed Salvage over Dynamis because 1) the drops were good 2) it was more interactive, at least more so than big-group Dynamis. Probably the biggest gripe I had with Salvage was the fact that even have you obtained your 3 items, you got another kick in the nuts with the crafting fee.