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Articles
WoW The End of an Era summary in terms of both people and progression, 2 weeks before TBC What Became of BG? after a year of WoW, how are things? Moving On leaving the biggest part of our lives behind, and hoping for something better FFXI FFXI Outlook on the brink of quitting The Promathia Problem a reponse to Sundi's weak claim that everyone hates Promathia Five Values five changes that could repair tons, and cost little |
Five Numbers
Ridiculously easy ways to mend
FFXI's endgame
This article is obviously not a comprehensive list of problems and fixes. I'm just making a point: that some very quick fixes, matters of seconds, could be implemented to save a large chunk if not the majority of the endgame. Being concise is the theme, so in ascending order: 5) HP/MP Regen
Sundi admitted that players wanted to solo. He said that Aht'Urgan's content would
be dedicated to soloing. Content is not the issue, the system is. Aside from issues
such as death penalties, and the sluggishness and difficulty of transportation,
simply adding HP or MP regen to players could increase their solo exp/hr in current
content to approaching the hourly exp of a low quality party. 4) Amount of Storage
With players reaching anywhere from 2-14 level 75 jobs, content that demands 5
different tiers of equipment, players wanting to craft, and much much more, more
storage is an absolute necessity to playing comfortably. Square has tricked players
into paying them for mules by giving them gimped storage. Most players, however,
don't even care. The trouble comes in the sometimes hours per week that are spent
changing jobs and equipment from character to character. Increasing storage would
affect all players positively.3) Relic
Under an extremely generous assumption, a dynamis run makes 300 currency per
run. A relic weapon takes roughly 15000 currency, post rebate, to upgrade. That's
50 runs. At 40 people per 3.5 hour run, that's 7000 man hours for one weapon.
One weapon, half a year. Changing currency drop rate or the actual
cost of relic would allow more than 1 person per 50 runs per LS to have relics.
Leaving it the way it is will continue to lock out 99.99% of all players.2) Sea Pop Item Droprate
It's beyond confusing why these pop items aren't 100%. If it was for a larger
timesink, more effort for less loot - which is the case of sea vs sky - is absurd.
Sky was largely successful for both newer NAs and less hardcore JPs. Every single
LS in the game has gotten a lot out of sky, yet this concept was grossly mutated
in the form of sea. If current loot rewards are going to remain, pop items must
be changed to 100% droprate for sea to begin to approach being worth it.1) 3 King Pop Rate
Square has done a good job on getting the same LSes to be after the same 3 mobs
for 3 years. Honestly, how many LSes serverwide are maxed on Nidhogg, Aspid, and
KB after 3 years? There are zero on Bahamut. The bottleneck is egregious. On Bahamut
if kings popped every day and NQs were removed, which I'm not demanding, I estimate
it would take the most active 3king LS around 2 months to max, us 6 months to
max, and any other LS far more, beyond a year, to max. Every level 75 endgame
player wants a chance at these fights and this equipment because of the exclusivity
and magnitude of certain stats on certain slots. At this point cursed gear is
not rare enough to be a status symbol, and a massive number of players are reaching
75. Increase the rate, increase the flow, nobody loses.Conclusion
There are lots of alternatives to the 'change a single value' approach, but that
these problems could begin to be alleviated with a tap of a backspace and a bump
of the numpad - yet they aren't - is very disturbing.
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