Showing Posts For Katsaurs.6013:
Then why not have both systems in place? The story option for those that want to have a purpose behind it, and the current option so people like yourself who dislike having to wade through plot can keep grinding?
How do you design the story option so that it’s equal to the time/effort required for the other option?
If I knew that I’d be a developer lol. As I said, I’m simply putting forth ideas. I did mention about boss battles and the such within the story; i’m thinking along the lines of of Final Fantasy XI in which boss battles were always implemented into a story. Yes, the drops you needed were often guaranteed to drop but who’s to say that it couldn’t be range?
Yes, it could be seen as frustrating still but at least it’s another avenue to take rather than throwing stuff at the MF all day.
Then why not have both systems in place? The story option for those that want to have a purpose behind it, and the current option so people like yourself who dislike having to wade through plot can keep grinding?
I thought this was supposed to be a game that offered different avenues to get what you need, why then can’t you do that for Legendaries? Sure there’s this scavenger hunt idea I hear they’re working on(?) which is great if so, but nothing wrong with going through additional ideas.
Personally the current way to get a Legendary seems severely tedious and definitely isn’t helped that you’re continuously playing the RNG lotto at every step; talk about soul destroying.
While I admit that yes, it should not be too easy to acquire otherwise everyone and their mother will have it, thus making the Legendary status a bit obsolete; but on the flip side that should not mean spending hours upon hours grinding for mats then praying to the RNG gods that you get what you need. As a few people have already pointed out, there is nothing fun about that nor does it make you feel like you’ve achieved a great feat to get it. It just means you got lucky and nothing else (or you’re rich as sin and buy it outright on the TP)
Personally I feel the way to get a legendary should’ve been similar to the way you acquired Biggoron’s Sword in Ocarina of Time – a long quest chain which has you first get an item as a drop, maybe a boss drop or something to at least have some challenge still there, which then kick starts the ‘trade game’.
That way it could take you to all the corners of Tyria finding specific items for your needed Legendary to ‘trade’ to an NPC, of course throwing in some boss battles or something here and there to break it up a bit for you. That way it could have a share of guaranteed drops (e.g give item to NPC only to get another in it’s place which you then take to another NPC/a certain place to spawn a monster etc) and it’s fair share of RNG in there too (e.g boss drops or something).
There’s a few ways they could do it, it’s just a case of trying to find creative ways to do it and finding that balance.