@Furious said in Does Zig's shop make a large part of the game useless?:
This is supposed to be a loot game akin to the Diablo series, except it lacks the part of where you can do different builds or gear sets to change the style of play. Your main goal is to get the materials required for the gear and then spend countless hours trying to min/max it as the big end game. There's no loot to be had. No random drop that will make you excited. No harder difficulty = more reward scenarios to try and build towards.
It's funny you bring up Diablo because the reason I started playing PSO2 was that I thought it'd scratch my Diablo 3 itch. And I agree that introducing more weapons or unit sets that interact with specific skill tree perks or PAs/techs would be a welcomed addition (in NGS) that could lead to more viable build diversity. Still remember changing my wizard gameplay to suit the Tal Rasha set because I loved the idea of just dropping meteors everywhere.
And I don't come from an MMO/player shop background, but I have to wonder if that's a big reason why we don't get more of the random drops that make things exciting. The existence of the player shop can justify the super low drop rate for awesome gear/affixes while giving a reason to repeat content even for casual players (i.e. if I don't get what I want my time isn't completely wasted because I can sell all those Deos and eventually buy that item I really want from the guy lucky enough to get it). And I imagine frustration with super low drop rates was part of the reason for introducing Zig who is a form of RNG protection...
Personally, I like the feeling of getting drops in the wild too and would prefer a system whereby your drop rate of a 15 star weapon or 13 star unit improved after every completion of endgame content instead of getting materials each time (with a reset specific to each set). And to address the harder content should equal more reward scenarios, they could employ a strategy from Destiny where you have an item (that potentially costs seasonal RWBs to charge) that curbs your RNG such as guaranteeing certain types of weapons to drop from the boss crystal (e.g. on EH you can guarantee you'll get Hero weapons and on UH you can limit this further to only swords for that run).
Oh, and @Ryoga, I don't have much to follow up with aside from saying that I agree with a lot of your points regarding where vertical progression makes the most sense (solo story games) and where horizontal progression feels superior (looter RPGs). It's also interesting to hear how PSO1 did things and how they were able to keep old content relevant while avoiding powercreep/complaints about not enough new stuff to chase because old stuff was still viable. Hopefully they're combining all their years of experience into making NGS the best of both worlds!