
Originally Posted by
Niiro
Relics are one of the better examples of a preferable reward system (gradual progress) only faulted by the sheer amount of material needed to obtain them (or rather, faulted by being specific to only the highest achievements, which logically should require greater amounts, but I'm getting off point here).
The more obtuse, disdained models people want to get rid of are the all-or-nothing, low drop rate, sadistic RNG kind. Dynamis (or salvage, or kings, etc) as it was had the extreme potential for participants to walk away with nothing to show for it much of the time (often most), perhaps with only the prospect of progress towards a given goal (see: DKP, which is itself a prospect, no matter how much a player accumulates it will never increase the drop rate of that chapeau).
This is the kind of model we don't want.
If participators in dynamis received evenly distributed currency with every run that could be used to buy AF2, upgrade AF2, or further a relic it would remove the potential of it being a 3 hour exercise in futility.
edit: and as has been proposed, there are many ways to make a token system (as above) dynamic to reward more skilled/creative play rather than just a "salaried" event with no surprises.