I suppose I understand that sentiment.
The solution is obvious: Middle-ground it. Perhaps every week, pick 1-2 major activities and 2-3 minor ones and add small bonuses, and have them rotate each month, kinda like the Limited-Time RoE Challenges, and let players know what these are in advance.
That way, you make things less grindy, you encourage certain activities during certain weeks, but yet the bonuses are not crippling enough, that you don't feel like crap if you miss one. It would add up over the long run.
Perhaps something like...
Jan. Wk 1: XP/CP Bonus: +50% per kill
Jan. Wk 2: +25% chance of crafting skill gains
Jan. Wk 3: Voidwatch Bonus (half as good as the current campaigns)
Jan. Wk 4: All Mog Tablets + Double Flotsam
Feb. Wk 1: +50% Escha Silt gain
Feb. Wk 2: +50% XP/CP bonus
etc. With the most common (XP/CP) being once per month and everything else being rotated through the months. That kinda thing. The thing is to give more bonuses, but each bonus be smaller so that it is not so world-ending if you miss one.
Why 25-106.6... why didn't you get Wood up to 70 and then wait for the campaign to do 70->110? Or didn't you have enough time to get it up that far before the campaign? Double-Skill gains mean nothing when you're guaranteed .1 every synth as long as you're not over the recipe level, lol.I estimate that I saved ~1000-1500 logs this week leveling Woodworking from 25>106.6 so far due to the crafting skill up campaign.
The Mog Garden already does that; don't need no special campaign for that. I've leveled my Goldsmith from ~80 to 105 now and I've bought almost nothing from the AH other than a few Elemental Ores, lol. I get so much Silver and Gold ore now that I am getting to the point I vendor silver, and Gold.... I'm going to start vendoring that too because the AH is too saturated. Darksteel? The only profitable way to deal with absolute flood of Darksteel is to make Darksteel Items and vendor them (until/unless they nerf the sell-to-npc prices, blah) because nobody wants Darksteel, stuff is nearly as easy to get as Tin.Great for me, bad for sellers.
But yet, without the gains people quit without ever finishing and that's even worse. If you finish everything there is to do, then yes you will walk away bored, but at least content that you got to see the majority of the content. If you get bored to tears to the point you just can't continue because everything is so stupidly repetitious, then you end up quitting with a sour taste in your mouth.So it's not necessarily so much a "You can't have it easy because I didn't have it easy when I did it," kind of thing. It feels like there is a worry that everyone will burn thru content too fast and end up getting bored/quitting.
Players will quit eventually, there's no avoiding that. You can't run an MMORPG forever with zero new content. Rehashing Ambuscade every month is not going to keep FFXI perpetually alive. We need new content, otherwise we are going to have to prepare for the inevitable. Trying to keep the game alive for longer by making players grind their eyeballs out on tasks so boring and repetitive that a newbie coder could code bot scripts to do it is not the way to accomplish things.
No, I don't agree with the OP, they are too extreme. However, I understand the spirit/underlying cause what caused them to suggest it. There are things in this game that are simply not fun or interesting, but we do because we must, filler content. Capacity Points are the most egregious.Also, I find it hard to believe that there are more than a small percentage of players who would actually agree with the OP. What was asked for is massive overkill no matter how you want to look at it. About the only thing I would agree with would be the increase in regional currencies, and probably excluding bayld/silt since they are the easiest to get right now.


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