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Post by LockeJV on Dec 18, 2006 15:52:19 GMT -5
Due to the extreme popularity of the kraken club and trouble arising as a result of a large number of players attempting to acquire the item, the monster that previously dropped the club (Lord of Onzozo) will do so no longer. A new method of obtaining the item is currently under consideration and will be implemented shortly. There are no plans on changing the drop rate of the item in question. However, the development team would like to grant players more opportunities to obtain it.
From 12/18/06 update.
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Post by Blm 52 and rising- Rome on Dec 18, 2006 16:37:44 GMT -5
SWEETS!!!!!!!!!!!
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Post by _Code on Dec 18, 2006 17:24:20 GMT -5
o.o
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Sosa
Babbling Poster
The sun is setting...
Posts: 589
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Post by Sosa on Dec 19, 2006 13:15:42 GMT -5
Translated:
Real-Money Trade operatives across all servers have begun to charge absolutely rediculous prices for this item, and the fact is that we're really too incompitent to do anything about it at this point.
Since we can't do anything to stop the RMT from actually aquiring the item, we plan on making it a hell of a lot easier to aquire the Kraken club. Hopefully, maybe the price will go down due to the increased volume of the item on the market from gilsellers, but the item will still be hard enough to get that people will continue to see it as more useful than it really is.
.../sigh...
This game is going to hell in a handbasket, and the only thing they can do to save it really, is to STOP FOCUSING ON THEIR BROKEN CAMPING SYSTEM and start coming up with -fun- activities that reward players with comparable equipment. This is an elitist game, granted, but the simple fact of the matter is, most players get fed up with having to spend months camping their equipment without any payoff... so the trick is in finding the balance between providing them that feeling of accomplishment with the actual time committiment required.
Square has absolutely no concept of this, since it's their first real online game. Unfortunately, they've proven too hard headed to learn from their mistakes... so I don't expect anything to get better at this point. :/
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Post by LockeJV on Dec 19, 2006 14:13:21 GMT -5
This game is going to hell in a handbasket, and the only thing they can do to save it really, is to STOP FOCUSING ON THEIR BROKEN CAMPING SYSTEM and start coming up with -fun- activities that reward players with comparable equipment. See: Salvage
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Post by Dr Wok on Dec 19, 2006 16:19:11 GMT -5
Real-Money Trade operatives across all servers have begun to charge absolutely rediculous prices for this item, and the fact is that we're really too incompitent to do anything about it at this point. I personally see this as part of the initiative to get rid of RMT-- it may be terribly obvious to everyone who the RMT are by looking at a full party of Tarus running around with the same gear and similar names, but to prove what they're doing is more difficult. It's kind of like racial profiling-- if they banned every account that looked like RMT without having proof, they might ban an actual player and that's really bad for the company and the game in general. If they can instead make items easier to obtain or otherwise cut off the demand for gil, they cut off the supply as well. Is it as easy as making items more frequent? Not necessarily. Will SE probably screw up the new way to get Kraken Club? Perhaps. But at least they're making some sort of an effort here. Seems like progress to me, even if it's limited or uncertain at this point. Just my two cents.
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xaero
Forum Lurker
Posts: 40
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Post by xaero on Dec 20, 2006 3:27:39 GMT -5
great so more of this item which is only good for skillin up, or killin of your own team mates is coming into teh game... sigh you would think they would jus up drop rates a bit so there is more items to meet demand.
I hear yah on this point
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Post by Jonathan on Dec 20, 2006 4:15:37 GMT -5
great so more of this item which is only good for skillin up, or killin of your own team mates is coming into teh game... sigh you would think they would jus up drop rates a bit so there is more items to meet demand. I hear yah on this point the 2-8x proc is amazing for Drk with Blood Weapon and Soul Eater active. Each landed hit does 12% (iirc) of their max hp, and it ignores defense, so it does amazing on things like Kirin and Dynamis Lord. A Brd for Madrigal and Sushi makes up for Drk's horrible club skill to get the acc to land the club.
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Post by occamsrazor on Dec 20, 2006 9:57:10 GMT -5
God has smiled on the poor NA's this day and made the KC drop from BCNM6o "Up in Arms", now not only the elitest can have KC, but almost anyone who can manage to beat a BCNM. No longer will I be gimp in Ballista ;D
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Post by _Code on Dec 20, 2006 10:42:56 GMT -5
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Sosa
Babbling Poster
The sun is setting...
Posts: 589
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Post by Sosa on Dec 20, 2006 10:57:28 GMT -5
All of the other items they've added to BCNM have had depressingly low drop rates. :/ Peacock Charm anyone? Not to say it can't be done, mind you, but I still say the best solution they have is to move all of the non-crafted high-end equipment drops into BC and assault rewards and turn the dropped items into R/Ex onry, like they finally did with leaping boots and emp pin. If players want to buy the item, it's still an option... but the competition from camping it isn't split among players and RMT anymore.
The real underlying issue with their item and drop system is that they set themselves up for failure in the very beginning, and now they're having to fight to keep the system afloat. It's easy to criticize the system, but let's look at it realistically. Players want some kind of reward to come from their playtime, so that they feel like they've accomplished something. In Final Fantasy XI, rewards are greatly inconsistant with the effort actually put in, and substantially higher than many other games available (OK, maybe not as bad as Lineage II...) If a player feels they're getting nothing out of their playtime, they feel like that time is being wasted and become alienated. Why play a game you don't have fun in, when you get anything out of it? The tricky part is planning far enough ahead to strike a balance between effort and payoff.
I'm not here to argue WoW vs. FFXI, but if you take a look at their system... Blizzard must have sat in development meetings for months before deciding on a drop/economy model... and it's not perfect, but it's by far the best system put into place in an MMORPG yet. Quest rewards are actually rewarding and strongly encourage players to accomplish quests instead of just grinding (even though, statistically, grinding is more efficient in terms of EXP/gold per hour,) and basic enemies have a set chance of dropping useful equipment. In WoW, casual players will find or craft much of their own gear, and use the economy (player trading, auction house,) to supplement what they already have. Camping exists, in a way. There are notable monsters that have a set chance of dropping rare items... but here's the catch. Either the respawn time on the monster is set low, or the drop rate is set very high, and most of the items bind to the character who picks them up or equips them, preventing them from being sold. I've been saying FFXI should implement a system like this since I started playing three years ago, before WoW was even out of beta.
Then you have bosses/epics. Grinding for gear exists in WoW, endgame guilds have a point (DKP) system and point allocations/bidding for equipment like everyone else... but the best equipment that drops from dungeons or bosses (even in the lowest level dungeons) is bound to your character as soon as you pick them up. Meaning... if you want the item, you have to put in the personal effort for it. The catch here is that there's isn't ONE specific set that every class absolutely has to have. Every melee job needs an optical hat and a scorpion harness or haubergeon, depending on their job. They NEED this, and they NEED that. It's a cookie cutter setup, but by and large, the gear can only be obtained through player trading (crafting) or HNM activity. WoW greatly expands this system by allowing the player to obtain the same or similarly comparative gear through a wide variety of activities. If you don't want to grind endgame dungeons for your epic gear, you can participate in PVP activities to get it. If you don't want to do that, you can craft it. There are multiple ways to get competative, comparable gear.
As I said, this isn't a WoW vs. FFXI rant, but I merely wanted to point out the differences between the two systems. Blizzard had no prior development experience with MMORPGs either, but they took a very long time in the planning stage, before they even started development, researching what worked and what didn't. The end result is that they have one of the most enjoyable games on the market. It's too late for FFXI to try and "catch up" with the casual playerbase by fixing the system, so the only thing left for them to do is try and make obtaining gear more tolorable by a) introducing new gear into the game with comparable stats, and b) implementing several different ways to obtain the gear. Unfortunately, FFXI has become such an elitist game that this is a very, very difficult task. How do you fix the system without making the veteran players, who make up the brunt of their playerbase, feel alienated because you took away all the time they spent getting their ground HNM gear?
Obviously, they're making some kind of move towards change... the problem is, SE has a very well-established track record for taking a long time to cough up significant changes to the game design and showing very little if any foresight in their implementation. Whether the kraken club decision was a step towards these ends or not, we'll just have to wait and see.
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xaero
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Posts: 40
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Post by xaero on Dec 21, 2006 0:43:13 GMT -5
well while it isnt an mmporg they had alot of data to go on from Diablo an Diablo 2 to help em out.
this is kinda true. however T3 epic player vs someone in pvp epic is almost no contest. WoW is very gear driven game where each lil item can make a significant impact. Even too teh point of outdoing skill
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xaero
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Posts: 40
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Post by xaero on Dec 21, 2006 1:21:20 GMT -5
great so more of this item which is only good for skillin up, or killin of your own team mates is coming into teh game... sigh you would think they would jus up drop rates a bit so there is more items to meet demand. I hear yah on this point the 2-8x proc is amazing for Drk with Blood Weapon and Soul Eater active. Each landed hit does 12% (iirc) of their max hp, and it ignores defense, so it does amazing on things like Kirin and Dynamis Lord. A Brd for Madrigal and Sushi makes up for Drk's horrible club skill to get the acc to land the club. Hehe yah i know IT can be usefull, but 9/10 u jus got some nub bastard using it in xp or some shit an gettin peeps killed lol. Not to mention any names *cough* rdm *cough*ickrhod*cough* lol **edited to add loldrk
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Sosa
Babbling Poster
The sun is setting...
Posts: 589
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Post by Sosa on Dec 21, 2006 1:33:24 GMT -5
Well... that's true, but it depends heavily on the job you're talking about. Warrior is an extremely gear-driven job (just like it is in FFXI,) and the differences are night and day. A job like Druid or even Hunter could easily stretch it though.
The point was that the gear was largely very similar in overall strength, even if they focused on different aspects of the same job... so with several different ways to actually obtain the gear, it is plausible to go for the set that's easiest for you, or mix and match between your favorite pieces. Let's face it, there's nowhere else in the game you're going to get a Shura Togi.
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xaero
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Post by xaero on Dec 21, 2006 3:48:15 GMT -5
yah but i mean in ffxi gear dont mean shit really, it does but it dont. u hafta upgrade like damn near everything to even see a minor change. u know just pickin up 1 single +1 str ring aint gonna do yah shit. u need 2 +1 str rings, +str on yer ears, +str on ur legs, +str on ur back, +str on ur ass. if u can get +str u need it every basically jus to see like a 2 point dmg increase
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