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 Post subject: Re: Gil Sink
PostPosted: Fri Aug 18, 2017 6:14 pm 
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Joined: Fri Mar 25, 2016 10:10 am
Posts: 118
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Moogle wrote:
Think this kinda change to Dyna is good, Private Server Era jazz is all about the community/nostalgia right? (Unless ya here for a free to play MMO...)

I remember back on retail we had JP leading our Dyna runs that were sponsored (Lot AF but pass coins to the Sponsor). Yea that cucks newbies maybe but that's how it was... in the old days. But it was a good way to get clears and get Relic Gear for noobies.

An issue with Era servers is that it won't progress cause its not why it exists in the first place. How long will it be before people are crying to Abyssea for stuff to do after you get ya Mythics if ToAU was a thing?

Kupo...


Folks have made that point before, but nobody is asking for content past ToAU, because generally most people are here because they agree that Post-ToAU Balance was terrible.

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 Post subject: Re: Gil Sink
PostPosted: Fri Aug 18, 2017 6:29 pm 
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Anyone wanting to do Salvage again is legit insane... xD

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 Post subject: Re: Gil Sink
PostPosted: Fri Aug 18, 2017 6:35 pm 
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TOAU had a wealth of content with longevity. Salvage drop rates were so low you were stuck in there for quite awhile. Einherjar was a never ending grind to get different abjurations for people that leveled new jobs and such. Assaults were a fun way to build towards some mid tier gear. Climbing Nyzul to unlock different WS was good stuff. The biggest one would be Building Mythics, which took an eternity even with the huge retail population selling Alex.

The content wouldn't last forever but it doesn't really need to. It would add so much more to the game and only a few players would ever max out on content before they quit. Most importantly however is the content was really fun.

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 Post subject: Re: Gil Sink
PostPosted: Fri Aug 18, 2017 7:11 pm 
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Joined: Thu Mar 10, 2016 6:31 pm
Posts: 75
Moogle wrote:
Anyone wanting to do Salvage again is legit insane... xD


Then I am the most insane person this world has ever seen.

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 Post subject: Re: Gil Sink
PostPosted: Fri Aug 18, 2017 8:24 pm 
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Joined: Sat Dec 03, 2016 2:23 am
Posts: 1143
Awesome!! Another massive middle finger to new players! YAY!!

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 Post subject: Re: Gil Sink
PostPosted: Fri Aug 18, 2017 10:59 pm 
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Joined: Tue Oct 25, 2016 5:51 pm
Posts: 208
Nice to make a change after some people have 50,000 coins stockpiled. lol.

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Cerberus (Resurgence)
Phoenix (Beyond/DynamisBums)
Shiva (Apathy)
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 Post subject: Re: Gil Sink
PostPosted: Sat Aug 19, 2017 3:36 am 
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Joined: Mon Apr 17, 2017 5:08 pm
Posts: 26
That's actually very well said.

I've said this in a few different places... I've been around the server for years, not always active, but around. People are trying to make the argument about how it's "more like retail now." Which may be true, but like Viktoriya said, this is not retail, in any way, shape, or form. Since it has been 3+ years of being the way it is, we have people that have a ton of great things, but this is going to make people without much harder to catch up to people with, new or old player doesn't matter.

And everyone is trying to make this all about relics. To me, this is going to trickle down to much more than that. Harder to farm gil, harder to farm mats for crafting, harder to get sky drops, or even Leaping Boots. It effects literally anything you would fight for a drop, which let's face it... that's what this game is about. I imagine the economy is going to change a lot, and maybe that's what Nas is going for, he has altered things in the past to make the economy more to his liking from what I understand.

Just a few of my cents. Grats to the people that got in early to get their drops, sorry to the folks that haven't had the opportunity to get your things yet. Good luck out there.

Of course, I'm speaking from a career THF's point of view... ^^


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 Post subject: Re: Gil Sink
PostPosted: Sat Aug 19, 2017 11:14 am 
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Joined: Tue Oct 25, 2016 5:51 pm
Posts: 208
While I completely understand and agree with the philosophy behind this adjustment, I feel that there will be quite a few unintended consequences of what appears to be essentially a 50% (or higher) worldwide reduction in drop rates. Yes, this TH adjustment brings the TH potency more in line with what it was in era retail -- and when looked at in a vaccuum, this seems like a good thing. But, is it? And what about the timing of the adjustment?

Here are a few points I'd like to make:

1) Inflation: With a reduction in drop rates for rare items, I forecast that we will see a marked increase in inflation for those pieces. Prices will rise due to a lower supply of incoming rare items, and I don't believe there will be a similar decrease of gil in the economy to help fight this reduced supply (there are quite a few people sitting on nine figures already, so if prices are going to go down it's going to take a LONG time for all of that gil to get removed from the economy).

2) People who were sitting on large amounts of assets, such as crafters, people in HNM shells or people hoarding Dynamis currency just became the Jeff Bezos and Warren Buffetts of the server. If you think about it, someone who has spent 3 years farming at the previous TH rates is now on a huge advantage over anyone who has joined the server in the past 6-12 months, or any new and incoming players going forward.

3) While I don't think any THFs will be left out of alliances going forward (you still need TH on a mob, no matter how weak or strong it is), I'm sure deep down they feel shafted by what is essentially a single job nerf. Especially while other jobs received a boost in the same maintenance.

4) Previously, any new player could make decent gil with /THF farming Dhalmels in Buburimu, Leeches in Buburimu or Tigers in Batallia/etc. Now, you'll pretty much be required to level THF for farming because the reduction in TH potency has also effected TH1 very heavily. This severely punishes brand new players because they'll need to level another job to 45+ just to afford gear for their mains.

5) Dynamis currency: I know that this was one of the primary reasons for Nas making this change, and I understand that. Previously, the big challenge in getting a relic was to get the Attestation and Fragment. At 700 to 1,000 gil per coin, pretty much anyone could farm for a relic given a little bit of patience and hard work (total relic cost was somewhere between 10 million and 15 million previously). Total relic cost is going to skyrocket now, though. I actually wouldn't mind that fundamentally, because relics should be the final paramount accomplishment in FFXI -- I think we all agree on that. But the timing of the adjustment here is the problem. It's no secret that there are people with 3, 5, even 8 relic weapons already, and there are other people with 10,000 pieces sitting in their inventory. There are even people who have posted in this thread sitting on more than 30,000-50,000 coins stockpiled. After people have been -- for lack of better term -- milking the previous system for 2-3 years, I don't think it's right to make a change now. In fact, I'd go as far to say that I think that previously, getting a relic here was balanced well enough. While you could certainly farm your own relic in a month or two due to the low currency costs, people still had to find groups for city Dynamis clears (which have always been quite challenging) and then put together fairly skilled teams to clear the Attestation and Fragment NMs. None of this could be done solo or by small, unskilled groups. Nas mentioned that there are over 250 completed Stage 5 relics in IRC, but the overwhelming majority of these are contained within the top 2 or 3 linkshells -- probably 90% of them. If you're not in one of those linkshells, getting a relic was still EXTREMELY hard, even if you spent a few hundred hours farming for it and already had all of the currency for them.

In conclusion, I'll try to wrap this all into a few statements. I don't think anyone was quitting this server previously because the drop rates were "too high." Also, I don't believe anyone can seriously sit back and say that this change makes things more like era retail -- Nasomi will never be like era retail (without some type of massive server rollback), people have been taking advantage of this and other non-era or non-retail differences for far too long. In my opinion, all this change is going to do is 1) frustrate current players and potentially drive them to spend their time elsewhere, and 2) seal newer players at an even bigger disadvantage in catching up with older ones.

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Therin / Erith

Fairy (ThoseGuys/LostParadise)
Cerberus (Resurgence)
Phoenix (Beyond/DynamisBums)
Shiva (Apathy)
Nasomi (DraconicBallad)


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 Post subject: Re: Gil Sink
PostPosted: Sat Aug 19, 2017 12:43 pm 
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Joined: Wed Jul 13, 2016 5:43 am
Posts: 338
Aselius wrote:
Instert witch hunt conspiracy


Aselius murdered TH in the library with the candlestick!


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 Post subject: Re: Gil Sink
PostPosted: Sat Aug 19, 2017 1:34 pm 
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Joined: Tue Mar 22, 2016 1:43 pm
Posts: 87
Viktoriya wrote:
Don't agree with revoking progression of any type on this server three years after the fact. The TH issue is one that should not have been allowed to continue as long as it did. Unfortunately this had such a trickle down effect on the entire economy and player progression for years and this will affect newer players. Not saying I don't agree with the TH changes but highly disagree with taking progression away, it is a horrible can of worms to open. If relics are to be knocked down a stage or current acquired relics altered in anyway to be less than completed stages then we need to not stop there.

Lets revoke everyones sea access because the vast majority of the missions are poorly coded.
Lets revoke peoples 100 crafts because they duo'ed/soloed suzuaku for sirens hair or mobs they normally wouldn't have been able to kill solo/duo during this era.
Lets remove all king HNM drops that people got when kings could be popped from items or when they would pop again after being killed on a previous day.

Like I said, it is a dangerous can of worms to open. Nobody that has actively participated in the endgame for at least 1-1.5 years can tell me they never took advantage of any of these things. At some point, people need to let the dreams of retail go. This is, nor will never be retail. This is a bizarro version of 75 cap content and in some respects more difficult in some areas due to certain mobs being way overtuned compared to retail. This server is so far beyond what era retail was and that isn't a bad thing in my opinion. I do like the fact things are a bit more different here, the new claim system is by far the best thing added. Just my personal opinion, Nasomi has done a lot to keep this server going and works around the clock for a hobby he could shutdown at any point and all of us appreciate him for providing this service.


Don't forget:

Garbage coded Kings for years.
Limbus that was almost as big a joke as Dynamis, more than likely still is.
And a personal favourite of mine, the grand finale of jokes, ZNM.
Among many, many other flaws that simply ravaged the servers balance of progression, for years.

Indeed, this server will never be retail, nor will it be anything remotely near it. It'll forever remain a dulled, sullied, pseudo-75 cap casual experience. There are servers out there that'll offer you an experience that feels a lot less like a extremely watered down private server FFXI, I'd recommend seeking it out if you wanted that, but I won't go any further than that.

A shame, this server could never be truly lifted out of the mess it was allowed to drown in for years, but when Nasomi tries, his own playerbase revolt. I feel pity.


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