My only comment is on the speed at which content is released.
We got the new expansion, and it had a few things to do; skirmish, reives, etc, coupled with some new NMs/HNMs they gave us some new gear options. Then they added whole slew of crafted items and new crafting materials that you had to get 'the old fashioned way' that were relevant and interesting. All these things added were and upgrade, but still within scope of the original content. You had options. Gear was creeping up to the pinnacle gear, not surpassing it, but it started to blur the lines between top gear and the next best thing.
I was cool with that.
Then in less than a month... Delve made ALL content irrelevant...
And I would be ok with this. If it was spread out over a couple months, to the point where we're at currently was anchored somewhere in November with a "Christmas Surprise" right around the corner.
But in less than a month of the new expansion, all the content we worked on, or were working on, or in the queue to work on, was all irrelevant. INCLUDING all the stuff that was just released: no reason to do Reives, Skirmish, Mine, Craft, Naakuls, etc.
Abyssea was released on a relatively condensed schedule as well, but there were a few differences:
When you got geared up in Abyssea, you still could use some situational pieces from the past events. The added boon was that you no longer needed an alliance of 18 people to get them. The content was all reduced to something doable by an intimate group of close friends, and you know it could get done in about fifteen minutes to an hour. This dynamic is good. It made the less accessible content that had been done exclusively by the leading linkshells accessible to the 'common man' and a couple of their buddies, once those leading linkshells were done being on the bleeding edge and reaping the benefits from it.
Currently the new content requires large groups of folks (with the exception of crafting and gathering). However, if you don't give an incentive to do them, worse, you took the incentives to do them away. it's hard enough to entice one person to do stuff, it's infinitely harder to entice a group when there's no rewards (Though I could easily see why the devs would think that, thanks to Voidwatch). It should be noted that a simple 'repeat old content, but harder' strategy doesn't work, give or take, SE's done a decent to good job mixing it up (Yes there's exceptions).
So my request is simple:
Think of the long game.
New content: Leading linkshells jump on it, beat it, recover 'losses' by reaping the rewards from it, dare I say profit from it. (Just make it doable, no 24 hour fights etc...)
Then: Lower restrictions on that content. Give intermediate players a chance to gear up, maybe prove their chops to a leading linkshell, or make their own linkshell in time for the next wave. Leading linkshells are doing 'cleanup' at this time, filling in the gaps, getting those last few pieces, helping friends of friends.
(Small intimate groups of friends do 'catch up'. One or two heavily geared individuals helping 'the less fortunate'. Collectibles like Dynamis coins, Alexandrites, etc. work as incentives. (SE got that part right.))
THEN: New content: The leading tier players are geared and up to date on content, some intermediate players are geared and up to date on content, and a smaller contingency of casual players are geared and up to date on content. People are folded in to the top tier based on their merit, newer linkshells form from the chaff, and the cycle continues.
(With every subsequent wave of content it should only really phase out about 10%-15% of the 'old gear', and reduce another 10%-15% of the 'old gear' to being "situational". While providing a 5%-7% increase in potency to a 'top geared' player.)
This doesn't mean you can't drop a bomb once and a while. Go ahead and pepper the game with things like the new Delve weapons, Ridill, Kraken Club, Defending Ring, Relic Weapons, etc... But do so sparingly, like Ridill/Klub/Dring, or make them earned, like Relics. Make those items the bar that all other gear reaches and eventually SURPASSES. A player should grow 5%-7% per update, not double their potency like with the Delve weapons, but if they do, make that really rare.
On that note, when something is THAT HARD to get (Ex: Mythics). make them really worth it; the player is sacrificing new content to repeat content, generally helping others in the process. Those people deserve to have a real 'game changer' item. They've repeated old content for 'x' cycles of new content, they should be able to store that growth when it comes to fruition. Four cycles of 5% growth? Make sure the item adds a good 15%+ above what they would normally do.

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