And in that regard, I'm in the middle. I think oldschool exp rates were mind-numbing. I think Abyssea exp rates are overdone. But I also think that without people having reasons to go out there, you don't have people even thinking about those zones. I don't think we need people going to the same zone for a month straight grinding away in Garbage Sit-adel slapping bats and beetles around- but they should have a reason to go there for a level or two, for a day or two. Not because of some masochistic need for people to grind, but so people actually experience the zone and a feeling of progress that isn't "blink and it's gone".
And heck, crafting is more of a 100% game in the sense that it takes people all over the game world, from the basics in Zerhun/Saruta/Ronfaure as newbie crafters all the way out to the guy smacking around an HNM and hoping for a crafting drop. Endgame is -not-. Endgame is "doing what's at the end", and it focuses around the stuff that gives you the top-end gear in a limited number of areas at the top levels the game allows. You want the endgame to be a "100% game", start putting endgame HNM's in 100% (or near to it) of the game zones- just not all at once. Kill one? Another one spawns somewhere else. Maybe your alliance takes down an HNM Antican in Quicksand Caves. A Giga Behemoth pops up in Qufim. He dies. Deep in the Outer Horutoto Ruins, a Wild Cardian appears. It goes down. Castle Zvahl gets a new Demon King. Blam. A Gold Hydra in Mamook. Boom. A Great Tauri in the Aqueducts. Bang. A Fomor in Arrapago Reef. Biff. A Golem in Ro'Maeve. They don't have to have a huge unique loot table (indeed, quite the opposite) - but let them have drops that relate to the area they spawn in. Random AF2 pieces and some ancient currency in one case. Some Salvage armors and alexandrite in another. A mixed bag of AF3 seals for a third. Crafting materials. That sorta thing. Things relevant to the care and feeding of L99 players, in other words.Aside from crafting, it very much is.


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