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We have for sure less players per server compared to FFXI's golden time while we do have more servers here, though.
Problem is overall quality dropped really hard as soon as they replaced the FFXI's team; everything is for casual players now and the hardcore contents disappeared (and no 4 bosses every 5 months doesn't change anything, plus not talking about raids only).
Yoshi-P lacks of the right mindset, unfortunately.
Both, long and hard contents were all around on XI back in time. With honest rewards people gonna be -proud- for years, see the Armada Hauberk set for DPS or even the relic itself.
FFXIV is just a loop of a really boring pattern where rewards gonna get deprecated in few weeks/months.
Like I've wrote before in this thread, relic quest should be like this;
a) Killing the highest raid tier multiple times (x10).
b) Getting the drop (?? item) from the same turn with a very low drop rate.
c) Getting another drop (?? item) from a secondary end game content with the same difficulty level (highest tier) such dynamis.
d) Including high amount of gils in the process.
e) Pushing the exploration, open world contents; collecting items around the world in extremely dangerous areas (raid team required to get through them).
f) Getting highest tier crafters together (those few around if we had a decent crafting system) in order to craft the item itself and to pull overmelds.
And yeah, your signature explains straight away how sick is FFXIV at the moment, with the director focusing on 'fun' and not 'dedication', 'skill' and 'rewards' which are the true essence of MMORPGs.
He even fails on the 'fun' point cause the game is super boring at the moment. If for 'fun' he means dancing emotes and few casual contents which are going to get old after few hours, then yeah, he -really- does it wrong.
As much as I'm openly not a fan of the relic, both old and new, what you proposed completely loses me at A (I don't mind raiding, but I already dislike the arbitrary 10 runs bit), B (Atma again), D (no. Flatly, NO.), and E (Nothing against crafters, but just like D, if you're not rich, or a crafter, you're out in the cold on this one).
I don't mind a reasonable, REASONABLE grind, and I actually prefer the chllenging road, but much of what you said is like taking the worst of the relic, and combining it with the worst of its alternatives. I respect your opinion and ideas, but no thanks.
In fairness, whether I complete this relic or not (never finished the 50 one), I'm done with relics for good if they maintain this approach.
Interesting. So how does this work on a casual level? So far this seems more catered to hardcore players. Note this is a game where they specifically mention they care about balancing casual, midcore, and hardcore content. Their execution of this philosophy is certainly questionable, but how does your approach remedy this? FFXIV certainly has it's issues in how to properly balance content and I have made several long posts on that alone, but I only see people that give ideas that cater only to a specific crowd instead of how it works to balance the philosophy they try to execute properly.
I think the "true essence" of MMORPG's is subjective. Gear to myself at least is only a means to accomplish the content in front of me. Something like beating AS8 in this game is way more satisfying than what is dangling on the stick at the end. Its a plus, but I would figure that mindset is more secondary. That is just myself however. FFXI was very gated on it's gear and content, and worked for what it was, but does this system truly appeal on a mass level? I like to see ideas that keep things balance, not cater to a niche group.
That's the point; the highest-tier weapons in game should be crazy to get, not for everyone. Those are the weapons only few players per server should get, like relics in XI and legendaries on World of Warcraft.
Plus hardcore raid gear should be 20+ item level above the casual one (tomestone or whatever). Like I said before, 'dedication', 'skill' and 'rewards': that's where the game is very sick now and poor of contents.
Eh, that's why the game is really bad for hardcore players at the moment. And for hardcore players I don't mean those who can clear the savage raids only, but people who put a true effort in order to obtain the highest rewards. Crafting system is a joke, for example. It has so much potential due the 1.0 origin/ideas but that's all. Balancing casual, midcore and hardcore contents is not a thing, it doesn't work, you need contents for all the players and their playstyle; in this way if you want a silly example, hardcore players gonna blame cause they'll say the relic is a weapon for plebs and on the other hand the casual players gonna say the relic grind is hot.
We really should get gear sets accessible only for hardcore players/those who want to put a huge effort in the game together with other people on the same page (no solo contents).
That's when you give the right pleasure to all the players. Balancing contents is an excuse, they need to do ways more, specified contents for players.
I fear it may soon be time for me as well. I have been in the game for a very long time. Not as long as 1.0 or beta or whatever but about 2 years I think.
Anyway, everything in the game feels like a job or a chore now. I do roulette, dailies, weeklies, craft, gather, manage my FCs airships, a relic and even have set long term goals. However, these days I have to think it over 2 or 3 times before I do anything because there is this grating "I don't want to do this anymore" feeling at the back of my head. Its not an "I am tired" feeling, its more of a "I really and truly hate this now, and never want to do it again" type of feeling.
I would even go as far as say that the methods the developers use to keep us here are now taking an opposite effect with me. This is even more apparent to me for gathering and crafting.
The time of the nodes and scripts are horrendous while favors timer scares me away.
For crafting, well, if I have none of the items for an item level 52 and above and don't use Market due to insane costs, it takes over twenty minutes to get all the materials and craft that one item, enough said.
I don't know. The concept of dailies and weeklies prevents me from outright taking a break.
Well, just my predicament.
If it's not fun, what is point of playing a game?
I have very low expectations for 4.0
If there's no big changes i guess that's it for this game.
- Weekly Tome limits
- Trials with Weapons of useless ilvl
- Relic is a glamour only
- There's no exploration in this game, there's sight seeing, we do it once, that's it
- FATEs dead
- 2.x content dead, do ONE dungeon of leveling/lvl50 roulette, all other dungeons become pointless and no reason to do them
- Only 2 level 60 dungeosn relevant, the expert roulette ones, lvl60 roulette useless
- No 8 man Raid roulette
- No 24 Man Raid Roulette
- One savage Raid
- Savage becomes useless after 2-3 months which is what it takes to get max ilvl gear
- Wait 3-4 months for next Savage tier
- All current max ilvl gear becomes worthless after 6 months.
- 4.0
- Repeat
(No Thanks.)
I'll agree. If 4.0 doesn't change the framework structure of how the game has been for 2 cycles then I'll have to drop it.
Only jumping back in for 3.35 so I can deep dungeon with my friends. I wasn't here at 2.0 launch but I did follow the game closely as a FF fan and being a FF fan I am deeprooted in the classic DnD traditions they pulled from since the dawn of FF1 on the Famicom and slowly but surely I have come to realize this is less a FF game then it is a flat MMO game. So depending on 4.0's structure I'll probably play the through 4.0 and then unsub permanently.
I mean if I don't like it I can play a real FF game right? My friends had fun with Guild Wars 2 so maybe I can have fun with that. It'll just take me time to get used to a MMO with no controller support.
Only good thing I can say about XIV is that it's helped me learn Mouse and keyboard. I really prefer it over controller sometimes and I'm a heavy console player.
WoW started giving legendaries to everyone two expansions ago. MMOs aren't made for the hardcore crowd anymore because that crowd is not large enough. Players got older (work/families/etc) and the newer people coming into the genre don't want to do those hardcore grinds. Your FFXI glory days are over.
Well,
1) MMOs gonna be for the hardcore crowd, always; offline games are not enough for those players who just want more.
2) Hardcore and hardcore grinds are two different things; actually the only grind we have is this game with extremely boring dailies, weekly clears, beast tribe quests and relics.
3) Fans and hardcore players are those who will sub forever if the game gives what they want, casuals gonna jump around on patch day for few weeks and then freezing their accounts.
'My' FFXI was one of the greatest MMORPG ever, same goes for WoW in their golden age.
New or old generation doesn't matter, a FF signed by Hironobu Sakaguchi gonna be better than Motomu Toriyama games. Bravely Default's numbers (a classic jRPG) moved Square-Enix (thanks to the new CEO) into the old way already (Link), that's why I am Setsuna is coming and I hope the new wind gonna involve FFXIV: ARR as well. If Tanaka can get close again to the game we'll start to see something different (or we just need to wait for the next MMORPG by SE), I really have no faith in this team unless Yoshi-P gets the Squaresoft's core around him.
In a nutshell;
Final Fantasy XI Online was a classic Final Fantasy in an online world, ARR is just a post-WoW pattern MMO with 1/20 of its content and with FF references.
For that same reason, I got into raiding, and I loved it. Sure, it was irritating being left to my own devices to do it (I was in an FC that treated raiding like an allergy, yet would run themselves into the ground for relics), and it bugged me that the raid/relic weapons leapfrogged each other between patches, but I found my dedication, skill, and reward in climbing the mountain, not walking the long trail to the top.
For those that feel a super grind is both necessary and validates the reward gained, more power to you. I prefer to test my skills at the highest level, and perhaps gain a reward through said methods.
In regards to everything you have said. The idea of balancing casual, midcore, and hardcore is not finding a piece of content that mashes them all together. That isn't really a thing. What is a thing is how you create content, how accessible it is, and how does it create a lasting appeal in the long run. These are fundamentals in creating balance. Note where I said "accessible", because this is the absolute most important thing for an MMO today. It shouldn't be gated heavily like FFXI nor should it's consequences be like it where if you lost a KSNM, you had to farm the seals to try again. That is a bad type of gating for this type of game.
I don't believe in complete hand holding and yes there is a lack of hardcore content. That I can completely agree with. SE caters way too heavily on the casual side and yes, midcore and hardcore suffers for it. Creating a story mode for Alexander was a mistake in my opinion and the previour tier and this one shows. I would of set it up like this:
Even patch: Alex(Normal) (FCoB level of difficulty) > Alex(Savage) (ScoB Savage difficulty)
Odd patch: Content that will help gear people better for beating Normal.
Even patch: As said above, but do the following to the previous tier: Add an echo buff to normal and tone down the mechanics so casuals can get a win on it. For Savage, keep it at a mandatory ilvl restriction for whatever the cap was during that patch's prime. That way, the difficulty is always there, even two or three expansions from it, it still retains the same level of difficulty as when it came out. This keeps content relevant forever. Add mounts, minions, and titles so when people see it they are impressed and not going "I bet they did it unsynced".
This here alone fixes a lot with what is wrong in the balance of midcore and hardcore. I am sure the people who prefer story mode are going to chase me with pitchforks, but sorry, I believe content made for midcore/hardcore need to be catered to first then casual later. Its a much needed balance unless SE can dish out three difficulty modes. The balance is that casuals will get to play this mode at their level eventually and always welcome to try it without being heavily gated beyond gear checks.
Of course at the same time, we have to balance content in other things to appeal to the casual while it may be beneficial for midcore/hardcore down the line. Its a very hard thing to deal with and FFXIV does have a lot of faults in the system that need to be addressed. However I simply don't believe FFXI's systems are the answer to it. Can simply agree to disagree on that particular notion. I believe FFXIV is in a problematic state, I just can't agree to a lot of the solutions in here.
Something is telling me Deep Dungeon will fail too, just like Diadem it's a new kind of content, but everything else remains the same.
Once people get their weapon they will stop doing DD and it will die.
New content that died fast after it released:
- Gold Saucer
- Triple Triad
- Diadem
- Lord of Verminion
- The Feast
- Aquapolis
Deep Dungeon will join the list soon enough after it releases, i'm sure of it.
People will get their glowstick. Get their Ahriman knockoff mount. And when it dies off the devs will likely gauge not enough people were playing PotD to warrant more floors and will just drop it entirely.
Prove me wrong community. Your actions will shine far more brightly then your words.
If it gives decent xp for leveling, it will stick around as an alternative to grinding the same dungeons over and over. Not to mention vets can play this with their newbie friends they invite to the game.
Things that give xp will always stick around vs things that are only good for a specific lvl or ilvl.
I still see FATE parties happen and people do lv.50 dungeons all the time, it is called Lv.50 Roulette. With the relic requiring so much esoterics, that roulette is more relevant than ever, including Main Scenario roulette where you get poetics to buy more crystal sand.
You probably don't see as much FATE groups because SE has offered more options to get from 50 to 60, when the options at the launch of the expansion were pretty limited to spamming dungeons or FATE's.
As long as the deep dungeon is a decent way to earn EXP, then it will always be relevant.
I think the intent of Deep Dungeon's "longevity" lies not in its rewards, but it's ability to be repeated. We have content that can't be overgeared or overlevelled (since only your Deep Dungeon levels/gear applies and you can even reset those), has randomized floors and enemy layouts to increase replayability, and offers a decent reward for quicker gearing up and (I assume) a decent amount of EXP. The clear design of goal of Deep Dungeon is for it to be fun, and not really concerned with rewards. It looks to be made as a fun side-activity where you can tackle dungeons alone or with some friends. Personally, that sounds great to me, but I have to wait and see what it's actually like in game.
Roulette is relevant because of the relic and in effect is only done once again not for EXP but grinding for more tomestones. Deep Dungeon might be helpful for EXP and for new players but it will have little use for players who do not need or care about Experience points. If we gained more bonus attribute points continuously through EXP then it would be worth it for everyone but it is not.
I'll let you know how that goes.
Whenever I level from 50 to 60 on a job, I always go through lv.50 roulette, leveling roulette, trial roulette, and main scenario roulette. All give good EXP, even trial and main scenario. It is not relevant for only tomestones. That along with daily quests/hunts every day, you can get a job from lv.50 to 60 in a very short amount of time.
And after EXP is a nonfactor? What then? I am asking you what incentive do people have to do them if they don't want tomestones or EXP?
I mean seriously: https://www.youtube.com/watch?v=anwy2MPT5RE
Then you don't do them. Congratulations, go do something else. Since you decided they are not relevant to you anymore, does not mean the entire population sees it as that. The main purpose of the roulette is to give you EXP, tomestones, and help fill in spots for certain piece of content people would not pick manually to do. If you do not need them anymore, then good for you. There are still thousands among thousands of players that engage in them every day because they do need it.
Let me ask, what else do you want the roulette to do?
Offer rewards that aren't tomestones and exp, add in achievements for participating in them, give us a database of players in progress that have had dropped/kicked members and allow us to choose which one we want to join especially if there are FC members we want to help exclusively, and most importantly..."fun comes first". It shouldn't be more of a "let's get this over with quick" kind of feeling.
Achievements sure (even though Mentor roulette has one). Picking an "in progress" group would be heavily exploited and potentially leave groups without ever getting a new party member.
No matter what content you do, if you do it enough per day, "fun comes first" will always lead to "let's get this over with quick". There is no amount of fun in this world that will change that.
You know exactly what I mean. Don't change my sentence around to poorly attempt to make it work in your favor. If you have thousands of players engaging in lv.50 roulette at least once a day, I do not see the problem. Working as intended and I don't believe developers are trying to influence players to tread back to previous dungeons beyond EXP, tomestones, and glamour.
Research Facility already has this problem. And I'd rather stick with people that know how to play the game at a competent level. Build a reputation. Help others. Inspire them to do better. The Mentor system does not do that.
However if you are so narrowminded that you feel no amount of fun can change the mentality of speedrunning content for meager rewards then further discussion is pointless. After all if it isn't fun then you are doing it wrong.
I can't. It's really a struggle just to log on and do Moogles and Gold Saucer. It's really become a struggle to do the bare minimum now in this game. If I quit, I'm gone for good.
Then do that. Game isn't forcing you to do roulette with random people. Sorry, but MMORPG's welcome players of all skill levels, even terrible ones. I am not sure how you can magically make things so only competent players roam the lands.
If I am that narrow minded, then please enlighten me on how to make the roulette fun without it feeling like a chore a few months in. I would love to hear this magical solution you have that has been plaguing MMORPG's since it's conception.
What we want SE/Needs fixing,
- Exploring vase zones with danger. (That actually look good, like ARR zones, not like Heavenward zones with lack of detail everywhere)
- Way less Fates and completely different way of leveling in zones. (Make those Fates more special/Huge EXP gain) (Basically big Fate even'ts)
- Branching path dungeons with different objectives and rewards.
- Remove raids and instead add in 8man dungeons that are on pare with raids. (Hard dungeons, not always about hard bosses.)
- New stats, Double attack, Shield Bash+1, Ballad+1 etc.
- Removal of tome cap & requirement for obtaining them for bis/removing the tome system.
- Easier way to set up 24 man group. Even for Fates and other content.
- Start adding actual 24man Guild FC content into the game.
- Readjustments/complete overhall of the Hunt system.
- Add a support class into the game.
- Change all 4man raids to 5man raids. (1tank,1healer,2dps, 1support/dps) (DPS spots fill up faster then tank or healers. Also will allow you guys to create more interesting fights then with just the bare mim 4 party setup.)
- Add no flying in future expansions. But also have the zone designed so ease of traveling around like with the ARR zones. (This will make zones larger because lack of movement speed/allowing creators to make more detailed areas without creating huge zones where graphics has to display a bunch of stuff away from the player.) (Basically more smaller zones, But still make the region quite large.)
- Make every patch a catch up patch & a main patch. (Nerfing old content and adding new bis gear, instead of bis gear every 6 months.)
- Mix old materials & new materials into new recipes, allowing older items to still be useful and making it easier for newer players to make gil on a patch.
- Only release new Dungeons. (No longer create Hard mode dungeons.)
- Make relics require alot of gil/player help to finish. Allow all players to farm currency and able to sell it to players grinding out for relic.
- Make Relics best in slot for every patch till next expansion where they need to do a hard quest to upgrade it again.
- Add no shortcuts to relic, but you can increase the currency that drops.
- Add a item reward system to achievement score for ARR & Heavensward & 4.0. (This will cause more players to do different content in the game to obtain these rewards.)
- Make crafting more useful.
- Change the DoL stat caps/gathering caps. Give us a better benefit for going beyond the requirement for these gathering points.
- Keep the item level requirement for duty finder only but remove the need for having it overall. (Lower item level gear could have better stats for your build.)
- Bring back a way to change your Job/Class within a dungeon like with 1.0 dungeons. (Will cause more players to level more jobs & learn different jobs.)
- Add in awesome Jobs. Samurai, Blue Mage, Thief, Red Mage, Gunblade Job/Garlean Based Class. Make sure the Jobs are fun to play at/really useful in all aspects.
- Fix the mass issue with lots of gil on players. (Make gil more useful.)
- Give everyone there own housing zone and lessen the need for housing wards.
- Make Housing useful, not just as a vanity item.
- Add Open world dungeons/caverns.
- Add no more basic solo quests. Start creating the quests that need Chocobo Companion/Up to 2-3 players.
- Make other cities like Grindana & Uldah easier to reach the market board & retainer bell. (Add Market Boards & Retainer Bells to the same zone as the Aethright to attract traffic to those zones.)
- Remove Grand Company Grouping in frontlines, instead just make it A/B/C groups.
- Allow PvP stat to boost only PvP actions and be able to use them in frontlines.
- Expand the PvP leveling rank system by adding in different stats & traits.
- Add in different Materia & don't lower stat values on gear just because they can attach materia.
- Have a new round/season of the feast to start up again as soon as its over. (Keeping the content from dying out once a feast season is over.)
- Have top Feast equipment to give best item level/on pare with the top sets of the current patch.
- Remove the current raid system you guys have and just focus on primal fights because even the raids themselves are just boss fights.
- Start making the main story fights a bit harder so players learn how to play the game correctly. (Add in a extra mechanic or one attack do the same thing as it does in the extreme version so they are more ready for the extreme version of the fight.)
- Add a new mode of transportation in 4.0. (Boats/Water mount)
- Make sure dungeons from the outside in the world map value to size to the ideal size of the dungeon. Also make sure the dungeon is designed the same way as it looks from the outside.
- Less cash shop stuff like the Red & White magitek mounts and the Red Zu. Add stuff in there that we actually wanna buy/worth the asking price.
- No jump potion/content skip. (If you do add ONE at some point you gotta give it to everyone that owns ARR regardless if they are new or not to raise any one class to 60 only but still have them do all the content in the game for them to reach that lv60 point & not allow them to unsync dungeons so they can solo it by themselves until they complete it once as the required level. Also leave it out of the cash shop or you will ruin this game.)
- Add in new content but only release it when you know its actually complex/dynamic enough where players can enjoy it over and over and do many different things and not have stuff be broken at release.
- Improve old content where they have a purpose/are more enjoyable.
- Improve the Chocobo Companion system where we can Gambit there actions and give them way more skills.
- Allow us to Que for a duty with a chocobo companion.
- Remove the need to build cities every patch, your wasting development having to replace/rebuild every patch.
- Add less seasonal events in a year but improve the events/quests. (New Year/Little Ladies day/Easter/Gold Saucer need to go. Put more dev time in other content/events.)
- Add in a new race that doesn't look like a human. Lizard Race.
- Add in Viera. (A lot of people want it.)
- Add in endgame content related to the main story. (Not a side story quest not really related to the main story.)
- Open World Primals. (All Primals added into the game. Change the weather of the region/zone when they are spawned.)
- Hamlet style content where DoL & DoH can be used in combat/content. (Good replacement for Red scripes)
- Those DoH skills/job stones need be more useful.
- Add more random elements into crafting & fixing the HQ % to where it makes more sense.
- Make Fishing more useful as a DoL. Give more fish a purpose. Don't just keep adding in useless fish.
- Don't add anymore beastmen dallies. We already have too many of the same content. Add something completely new.
- Add in other rewards players will go after instead of minions & mounts. Its getting old.
- Stop copying the same rewards and giving them a new skin/color swaps. (ADS balls, Zu mounts, White Fat chocobo, Beastmen dallies minions etc.)
- Add in a triangle arena and a multi floor arena like what we had in to kill a raven.
- Add in new PvP rules. Like King of the hill.
- Remove the ability to choose frontlines & instead have it like cycle randomly to different arenas so older & newer content never gets stale or dies out.
- Slow down the combat a little bit when your adding in more actions into the game. (Balance the GCD a bit more)
- Magitek Companion/Attachment, usefulness in 5.0.
- Being able to use retainers on the open world.
- Have Airships take you to special endgame areas, with a purpose.
- Frontlines needs to be more dynamic with options on the field.
- Have Brass Seals give armor & used for relic quest line. Also be able to trade them.
- Balance out desysthing where we can level it up without having to buy 500k equips.
- Don't nerf vanity items just because more people want them. There is a market there and if you nerf it noone cares about showing off the $$$ vanity item.
- Make Battle & Grand Company Leves important/more rewarding then what they are. (Players don't use them. Only on DoH & DoL leves. Fates & dungeons are faster exp.)
- Add all rewards at the end of a dungeon. So players don't get the item and leave in a middle of a dungeon.
- Allow players to use large amounts of tokens to buy mounts that drop from primals. (80-100 tokens would be realistic to ask for it.)
- Adding ways toget gil out of the hands of players. Hence adding shops that sell items for a recipe that no other way to obtain.
- Epic storyline/theme with endgame.
- No more Normal mode versions of Endgame.
- Remove sub rewards. (Its getting quite large for new players to meet these requirements and there is no way these players would be able to catch up. Before it was every month to 3 months was fine, but now you need to stay subbed for a year to meet each reward now. Its a joke.)
- Have a option to still play the game till your sub is up without having to cancel it your account on the last day before getting charged for the next month. (Seems shady, didn't have this issue with XI.)
- Make it easier to have steam versions of the game & still be able to use your game or upgrade it to the next expansion without steam needed.
- Add a que for your character if that character wants to move to another server that's full.
- Allow players use multiple kinds of meds without sharing the same global timer. (Able to use HP potions & Dex Potions together) (Able to use High Ethers & Int Potions together)
- Make the market board a blind auction house. (To stop undercutting of prices.)
These are what players have been asking for sometime or have been expecting since 2.0 was being built. Also a lot of balancing issues/need purpose needs to be done.