Chialing wrote:
When my Byakko pants dropped after a 3 month wait in line, I was ecstatic! It really did feel like an accomplishment because of all the time and work I put into it with those fellow linkshell companions.
I get your happiness, but let's consider a perhaps too frequent scenario relative to this specific mob and its loot.
There was a time when Ullikumi had an 8+ hour respawn, making it an absolute drag for people who wanted Byakko's Haidate. As such, seeing 3 month waiting lists wasn't exactly uncommon between competition both on the outside and within your own ranks. Either way, you seemingly played nice in your LS's array of guild politics and eventually got what you wanted. That's cool.
Not all environments are equal, though, and game mechanics removing player politics as often is possible is something I really like to see when it comes time to distribute loot. But consider the existence of various other start-up LS with promises of lots of Sky loot, getting yourself pimped out, good times had by all, and all that blah. Realize a lot of these were just scams to get the leaders and his buddies their loot and then to GTFO. This left the stragglers either struggling to reform or just jumping to the next shell hoping things would be better with no guarantee that it actually would be. Some might argue this is less of a risk for groups that have been established longer, but I know my own experience suggests that you're still going to have cliques and favoritism going around.
So, in trying to peek into your head a bit, I wonder if maybe you understood all of this back then and were more glad this was no longer a risk for you than presumably having to fight Byakko another dozen+ times just to please those in the line still. During this process, I'd also be curious to know how many people suddenly seemed "busy" or even outright quit the game after accomplishing a goal of similar time requirement. I'd theorize this rush of happiness carries with it a risk of disappointment after if there is no new goal of similar proportions to take its place. So, aside from all the potential drama of "hard to get" ****, I try to consider that there are limits. And for some, the limit may translate to not even trying, which is a shame since it means wasted content.
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I still have fond memories of those folks and all the places we went and the things we did together.
Which then begs the question, is the prize the loot or the social interaction? Can one exist without the other? The trinity of difficulty, social requirements, and loot quality can certainly evoke a muddy situation. I'm too cynical to believe people play solely for the social aspect and I've certainly been burned enough by the "ding and ditch" crowd who suddenly want nothing to do with me and leave me hanging the moment they get what they want out of me or others in longer term investments. As such, it's become my habit to look at things from a worst case scenario in order to prevent it from happening again to myself or others. This can and does mean the downplaying or outright death of certain types of content design. And it isn't so much a ********** YOUR FUN!" as it is the contemplation that better accessing the majority opens up better potential for the game. So, how many of those folks do you still talk to? Do you think they even remember you and more specific details? Friends will come and go for various reasons, but at the same time, I realize friendship isn't even on the radar of some.