FilthMcNasty wrote:
For a progression raider this gear is not something you get because you like the way it looks, it's a requirement to advance through content. You either need it to attain a certain ilvl to participate at all or you need it to give yourself reasonable headroom in the amount you can heal for, the amount of damage you deal or the amount of incoming damage mitigated. These are all things taken into account when developers design content and adjust it for difficulty.
Have you ever heard the term 'loot pinata' before? It's been around for quite some time now. This isn't anything new we are discussing here Hyrist. The idea of players being upset that they have to deal with difficult tasks while other players don't to reap the same rewards is already in the books as being a thing. It may not turn out to be the case for FFXIV, but it's a very real possibility given that it has had an impact on other similar MMOs in the past.
I'm aware of the lot Pinata system though I know it more from the adaptation of it in the Diablo Series than most other games. Keep in mind that, outside level bracketing, loot pinatas often don't exclusivity their drops to harder content, rather increase their drop rates within the system. Highly RNG but because of the frequency of reward, it keeps an anticipation of the next run.
I actually think this system is what's going on with Exploration Missions. And while people can pine at their luck being worse than someone else, there are convincing counter-arguments about the differences between the system. Certainty reliant on skill verses lesser difficulty but reliant on luck - both require the core component that equalizes these systems, persistence. At the element that could balance Exploration Missions, that of the best loot being difficult to obtain by having a narrow margin of chance, fits well within the mention that this hails back to the older days of MMOs - in which good loot had a low chance of showing.
And again, these kind of arguments about their work falls flat when we're now into the 24 man Raid era, where players will be getting access to equivalent gear through other methods regardless - so the Raiders at this point have had their chance (still, have their chance) to obtain their loot before the masses get their shot at it - and, within the existing system, it is doubly balanced out that the loot from Alexander is still Alexander specific, barring currency upgrades that were always slated to be more than just Raid-specific. So, while undoubtedly some people will chime in being upset, I ultimately can't agree with that perspective - again, coming from someone who feels that endgame should be skill based and forego the stopgap measure of entropic gear-checks.
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In my proposed changes, the gearing requirement in progression would be pretty much limited to pre-raid gearing, at least for the 'apex' level endgame, which would be like Savage Coil and Savage Alexander. (Except in other categories besides just raiding.) While the rewards from these things would not be progression
gearing a part of progression raiding is also learning to understand and adapt to new mechanics of a fight as you attempt it. My version would place more empasis on this, rather than focus on the treadmill of gearing within the raid itself.
Truthfully 'progression' raiding equates to a skipping record, and the gearing part of that is just a time-sink. There are better, more entertaining time-sinks that can be applied here than forcing gear progression within the highest raid itself, which is why I went with a currency/scoring system.
If you are concerned with the idea of players who could not meet the mechanics at the optimal tuning, and that it would bring the difficulty of these raids down. Don't. Scaling difficulty tiers as well as Item Level Caps could be programmed into the system much the same way you have difficulty brackets for scoring. The currency, or even the unique rewards, could be split up among these tiers, encouraging people to practice and push the higher difficulties.
The system, of course, wouldn't please everyone, but I have a feeling it would populate endgame a lot better than the current trend of systems.
A lot of the more successful games in their respective Genres have been able to improve their game quality by adapting RPG and MMO elments into them. I feel as if the reverse would also be true. It's worth mulling over, at least.
Edited, Sep 24th 2015 10:52am by Hyrist