Re: Final Fantasy XIV Linkshell Recruiting
If you could find gear in Dynamis that isn't job specific you could reduce certain issues, such as lotting on gear for a job you're not currently playing, or isn't your 'main', or whatever. If the gear supported a multitude of jobs, rather than just one, you get it and now you've got it for several jobs. This wouldn't solve the problem, but it would help.
Blizz attempted to offer tokens that can be earned just by defeating a boss, and after collecting a vast amount you can trade them in for a piece of armor or weapon. It's a good idea, but it doesn't really fit well. Why is this boss dropping a token? Where'd he get it from, and why can I redeem the tokens he drops for something else he drops? Where'd they get that? These tokens are obviously some kind of currency, but why does only seem to be important for bosses and NPCs to have?
SE has, what I think I can call, secondary economies through the use of conquest points and the like. Your nation or some other organization is offering their gratitude for the work you've done by the way of points or credits that you can then use to redeem relevant armor and weapons. You can buy San d'Orian gear through San d'Oria, or their consulate, etc. It's something you can sort of see in WoW, like BG marks, but when it comes to end-game raiding they took it too far.
What I mean is, like, you know, whatever. Need before greed is a nice concept and all, but at the end of the day it feels good to work hard for something without seeing it slip right out of your grasp. Defeating bosses for epic loot is a great thrill, but players should still have access to something they can use to better themselves without relying heavily on the luck of the drop and the luck of the draw. I think point systems accomplish this very nicely.
If you could find gear in Dynamis that isn't job specific you could reduce certain issues, such as lotting on gear for a job you're not currently playing, or isn't your 'main', or whatever. If the gear supported a multitude of jobs, rather than just one, you get it and now you've got it for several jobs. This wouldn't solve the problem, but it would help.
Blizz attempted to offer tokens that can be earned just by defeating a boss, and after collecting a vast amount you can trade them in for a piece of armor or weapon. It's a good idea, but it doesn't really fit well. Why is this boss dropping a token? Where'd he get it from, and why can I redeem the tokens he drops for something else he drops? Where'd they get that? These tokens are obviously some kind of currency, but why does only seem to be important for bosses and NPCs to have?
SE has, what I think I can call, secondary economies through the use of conquest points and the like. Your nation or some other organization is offering their gratitude for the work you've done by the way of points or credits that you can then use to redeem relevant armor and weapons. You can buy San d'Orian gear through San d'Oria, or their consulate, etc. It's something you can sort of see in WoW, like BG marks, but when it comes to end-game raiding they took it too far.
What I mean is, like, you know, whatever. Need before greed is a nice concept and all, but at the end of the day it feels good to work hard for something without seeing it slip right out of your grasp. Defeating bosses for epic loot is a great thrill, but players should still have access to something they can use to better themselves without relying heavily on the luck of the drop and the luck of the draw. I think point systems accomplish this very nicely.
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