It's fine, and I'm not going to argue with you, but I don't think any sane person could say with a straight face that it's ok you're FORCED to farm the least challenging most boring dungeons in the game(AK/WP) to gear up any job in darklight gear and get tomes for a relic.
You should be equally rewarded from all level50 content, especially if it's content much more difficult than AK/WP. Titan/garuda is much more engaging and fun, if I could farm up darklight spamming them at the same rate as spamming AK/WP I would be so happy. I really don't see how this would negatively impact anyone or be bad for the game at all - it needs to be done in 2.1. The daily dungeon bonus reward is a step in the correct direction, I hope they expand on that idea.
But the entire conversation was about philo.
Thats what I get for selectively reading posts![]()
Ya they just confirmed this is a bug.
Source: http://forum.square-enix.com/ffxiv/t...=1#post1558520
Yeah, and they all fail. There hasn't been a successful MMO the past decade besides Guild wars 2, which didn't copy any game and tried to innovate + was buy to play. You'd think in a decade of constant fails devs would learn. Especially swtor...that was like $10m failure? I thought humans were supposed to learn from their mistakes so we don't keep making them and it's why we study history?
Jesus, I can't believe it was actually bugged. That's crazy, I knew something was up though.
We kind of do in Primal battles, but you can spam them whenever you want.Edit: wasn't BCNM/KSNM released very early to launch? Why don't we have a spin off of that in game?
Would totally welcome a BCNM style system where we could spend tomes on Key Items for BC's. Could quite easily be done with Philo given that they are as good as gil anyway.
Good first step!
then 2 week after
'We heard that people were getting too many piece of gear, for that reason we upped the Accessories drop %"
There's content and then there's being a slave to the game. At my "peak" activity time for XI, I basically had shit scheduled 6 nights a week. It got a bit exhausting weighing RL against some of these things and as some of those events finally came to a close for me, there was some relief gained as 6 became 5, then 4, then 3 as we got what we'd wanted out of the stuff. Of course, part of XI's issue was tying access directly to the RL day, so missing something like a Salvage or Dynamis didn't mean you could just do 2 the next day. I always disliked that, but whatever.
Right now, Coil is the only thing literally time locked, but at a week instead of a day. I guess you could count tomes in this, but they're not so much locked to one activity and at least have the benefit of acquiring at your own pace for the week. I kind of hope we don't fall into the rut of having Coil one night, CT the next, Primal farming the day after, some other new alliance event in the future that's a Must Do, and then juggling all that against capping tomes, making money (to buy new gear/consumables), crafting, leveling other stuff, or whatever. Basically, people can get overloaded, and this is a flaw of the sidegrade system some opted to ignore when it came to defending XI in past arguments.
Feels like a personal flaw rather a flaw in game design, since nothing in the design of these events said you had to join a Mandatory attendance 6-times a week LS. During my peak FFXI hours I never once felt stressed (Well, not more so than normal for me) over what did or did not need to be done, But i never treated FFXI like a job which most people in linkshells did, especially a few select crazies that just boggled me. I took it a step at a time, Joined a Dynamis LS, got the gear from there, and then joined their Limbus shell on the side. Both optional, eventually I joined a Sea LS too that ran just a few times a week, again, non-mandatory. Didn't do much of Sky/Sea/etc though until later on (Around the time of JoL having a good Strat laid out).
Still got sh*t done. I wasn't exactly always capped out in the best armor but i got the things i wanted in a timely fashion. I'm not advocating FFXI's way as better, Just saying its not really a flaw in the systems design so much as it is a flaw in some peoples lack of restraint and/or overabundance of "Ineeditnow"/"Lookatmyepeen" syndrome that a lot of MMO players have... and not accounting for these people is not something I'd consider a Flaw in design since there is no real defense to the human factor.
Either way! I'm not arguing any points that FFXIV does this better/worse or whatever btw, so this is not a "XI > XIV" Thing, just a statement.
Arus is right though. To get to the same level of being geared it required a far more time commitment in FFXI. FFXI was a different beast as far as MMOs go though. Everything it had was designed to be slower than the norm. Hell, a lot of the gear was the best for like 6-7 years. That never happens.
I'm more keen on not facilitating it at all, as personality clashes between casuals, hardcores, in-betweens, and so on is basically the end result when mixed with game mechanics. In theory, I could've said FU to people back in the day, but the consequences might've translated to never finding a new group or just never getting the same things. Hell, part of this is why I hate RNG and want some kind of exchange system present in my endgame stuff. But then you get those pissed they'll lose the "rush" of seeing something drop, or winning the lot over someone else, or lording their DKP over it just because they can.
Content choice isn't a bad thing. I'm someone that wants equal and alternative progression paths, of course. It's just when stuff starts feeling mandatory that waters get muddy for me and I suspect others.
SE on the whole "Using sealed rooms to lock out trash mobs" mechanic in WP:
I'm surprised they let this slide considering how they got their panties in a twist with sac pulling.Greetings,
Though this will not really address the core discussion in this thread (apologies for deviating the topic slightly), I've been noticing here and in other locations that players are calling the use of the boss rooms to lock monsters out an exploit. Just to clarify, the development team is of course aware from a specification standpoint about the strategies for Wanderer’s Palace (and other places) that involve using boss rooms to lock out regular monsters, and they have no specific plans to address this currently. In the future there is the possibility that this changes; however, we’ll be keeping it the way it currently is for now.
Please understand that using this strategy is not in any violation of rules and you will not be subject to penalties for playing this way.
Well unlike sac pulling, boss locking you at least have to say "hi how are you" before slamming the door in their face.
I dunno man, Japan.