For the fun of doing difficult content?
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I see you have not paid attention to a single thing I said.
Counting off FFXI ideas, because you know, I have said over and over again that this game is absolutely perfect and I have no issues at all. <--- Psst, this is sarcasm in case you have a hard time comprehending it.
Please actually read my posts and use your reading comprehension if you have any to know how I actually stand on the matter.
Seriously, it is comical how some react at this point, it is pretty much like this:
What I say: I think there are good ideas that can come from FFXI, but I have barely seen any in here. I have problems with FFXIV but not at it's core and don't believe FFXI's backbone structure would fix it, but make it worse.
What guys like this person sees: lulz ff11 sux and nuthin gud abut it at all. ff14 is perfect jus git gud lulz
I actually like that idea where some minimal mechanics on S-rank mobs. The only issue I have is they spawn in random locations and may be hard to set up mechanics unless SE makes set locations for S-ranks in 4.0, or make their pop locations accommodate the mechanics they use. Other issue I have is the amount of lag that happens when an S-Rank pops. How is the lag in GW2 with this content?
The way it's designed right now, you're most likely skipping 150 straight to 210 because of tomestones.
It takes 2 months at the most to fully gear up a single job through lore and proto midan (at the time of 3.2 anyway, now we have upgraded lore), and that's assuming you're going for weapon which is 7 weeks by itself. And even then, the process of it is simple enough that you could manage that in 3-4 hours of total gameplay per week. The catchup patches honestly don't help me stay with the game because it's very little reason for me to, especially since I'm not raiding anymore where the gear isn't even exciting to obtain.
There's a difference between keeping the formula the same, and the gameplay the same. Espesically for something we're paying for in a sub for new content, it really should not be reskins of mobs and telegraph, or content that entirely relies on said gameplay of reskins (Diadem and aquapolis, and possibly palace of the dead). Don't forget that this is supposed to be a theme-park mmo that encompasses most of the preferences. There are also players who want content that ultimately does not fall to "kill this dodo that has a frontal breath aoe" over and over again. The numbers speak for itself, but we don't have that. However, I've never seen WoW discussions consistently and frequently go on this long this sort of discussion up until the days of MoP and WoD, and they have the sub numbers to reflect the state of the game. That's some sort of indicator that a good amount of players (those that probably aren't playing the game mind you, if they are posting) are currently dissatsified and want to voice why (espesically with the lack of player input when they do cancel their subs)
I would disagree with this point. The problem with gear being outdated so fast is the lack of forethought. The difference between tome gear and savage is honestly too low, not to mention they nerf how gear acquisition is every 3 months, making it honestly not worth the effort if you just wait that 3 months. Doing content for the challenge is only worth it like once especially if the rewards are lackluster and making persistent rewards requires a lot of thought. Anyone who actually played FFXI to the fullest of its potential would understand and see how amazing the dev team was in the content they produced as well as the rewards that went with them. This notion of item levels is probably the dumbest thing to exist since there is no real way to control it unless you do what WoW has started to do and make it almost impossible to equip the wrong piece of gear; heck, even legion is dumbing it down even more that main stats on accessories will be irrelevant so you literally can't go wrong unless you're just using a completely different armor type. One could go by actual main stat like with rift which insures your class has the actual direction to do the content, besides being a dps without any accuracy at all or even worse, a dps with full vit accessories etc just to meet the ilvl requirement.
GW2 made this huge change on their world boss which really great in the actual state of the game.
The old ones where like our S rank, people were coming, bashed the mob and htey go back to do something else.
Arenanet proposed a huge change by putting A LOT of mechanics in their World Boss Fights, and hell yeah that was great. I remember when it came up people were wiping on that Boss Fight during Months before getting the strats and down the boss.
Think we're missing the kind of event on FF XIV, i imagine a huge Beehemoth (like the CT one) spawning in the fields of the dravanian hinterlands and people have to interact with the place to actually kill the boss. Looks great cause actually S Ranks are just minions that people bash easily
I forgot Behemoth and Odin was a thing. Would be cool to see bosses like those two come back, just better executed. However we can't forget why we haven't seen something like that in a while, because of the server structure. People should encourage SE to look into it again with however they are designing and mapping out 4.0. Assuming they can find a way to make it work with hordes of people hitting it. May be impossible to get rid of lag completely, but a way to not stress out servers/PC's.
Both sounds good for me, i like to raid in Savage but can't really cause im not playing that much. But i like to improve myself with a groupe of friends and to see i we're abble to down some difficult content with practice.
But the thing that makes me a bit sad is that clearing Savage don't provide any advantages, casuals gonna get the same ILVL a few weeks/months after you by clearing some raids. So pushing yourself isn't satysfing in that way (in my opinion).
At least you can get your BIS gears but no one really give a ... when you can get full 240 with just raiding once a week.
Do you have any idea about the content you would like to see ? Didn't went throught the 70 pages of the thread... my bad
To answer the question about the lag, in GW2 lag can be horrendous on the open world dragons and in WvWvW if you're on a high pop. server. It's less of an issue in GW than here though since it's not pure tab target, you can just aim your skills the direction they need to go.
For the rewards in Savage part I mostly do Savage for the fun, and getting bis. I would like some small extra rewards though like titles (Like Savage Coil), and more vanity item drops like mounts/minions (Not just at the final fight, but a chance at maybe a mini version of each boss to drop from an additional chest).
I haven't posted ideas in this thread about additional content yet but personally I would like to see
Savage 4man Dungeons
Savage 24man
in terms of brand new content I would think it would be quite hard to impliment any openworld content that would either stay interesting, or meaningful so would like to really just see more Extreme Primals, and a few more choices for gear.
Such as having Extreme Primals drop non-weapon based gear again like accessories, and maybe even armour pieces to add more than just Savage Raid, or Upgraded Lore when looking at BiS.
That's some pretty interesting ideas.
I agree that at least titles or pets should be great for people that cleared the savage content, i love the coils savages ones !
I saw that many people abandonned savages by hurting themselves to A3S or A8S and the only thing they got by clearing the others were just the BIS gears.
I would like this kind of the changes to happen, looks a bit more worth it for players that invest themselves in savages.
Holy crap i want a Crystal chest from Shiva !
What I am getting at is...think about it.
The whole reason gear is outdated so fast & tomestones become uncapped is so people don't get discouraged/overwhelmed & can play with their bffs right out the gate at 60 instead of being forced to work to get appropriate gear for 10 months then finally be able to do something. People ALREADY get discouraged by the 1000000 story quests that's why they're considering level potions & 4.0 will be accessible w/o 3.0. If there were quests & gearing up people would surely complain.
Imo why even play a game if you just want to skip all the scenes & get the strongest gear right from the get go....sounds pointless as the whole point of video games is rewards(or story).
OMG this thread is still going? lol
How China's system works and NA/EU/JP's work are completely different. Entertainment and how entertainment is paid for is pretty much ruled and approved by their government. Items like that are around because that is what their government approves. SE has to follow strict guidelines to legally keep the game up over there.
Basically, you can't compare the situation in China with us.
Pretty much. Horizontal promotes this exact kind of play style and can easily turn newer players away. Even in FFXI you had to put a ton of work into being considered viable end game. I attempted to get my friends to play with me, and while they loved the world/story, it was too much on the MMO end to catch up. This will become a problem for FFXIV in the future also in their own way with expansions, which I can't say would be the best approach for that, but it certainly isn't putting an even worse system in regards to that particular problem.
Instead of giving us new iLv, why not allow us to power-up the gear. Similar to PSO's Grinding system, that way any gear you get (with restrictions of course and similar to what Deep Dungeon seems to be using), will still be viable up to a certain point, making them last longer. You can add grade to the Grinding material and add it to every content. Grade 1-3 for 1-50 4-5 for 50-60. That system worked great in PSO.
You go in strength based on the types of armor you collect. (Parry set/Shield Blocking set, TP recovering set, DPS set, Cure Set, Refresh Set, Boosting buffs set.) Resist Poison Rings. etc.
Also if they built the game around having more then one class at max level they can get away with not having a tome cap.
Weapons are armor will get replaced with a different armor piece comes out with higher stats then your current one but it wouldn't happen as often cus you have different armor builds.
Good for you, but you're a casual, of course you're happy.
This thread is mostly a complaint by the hardcore/end-game raiders audience.
Mark my words however, if the formula doesn't change with 4.0 this game will die, and even if they make the changes for 5.0 i'm afraid it will be too late.
The formula won't change much, and the game will be just fine. Deep Dungeons, a revamped Diadem and whichever new content systems come in 4.x will keep things fresh as the game follows its set path.Quote:
Mark my words however, if the formula doesn't change with 4.0 this game will die
Have fun getting gear that is worthless every 6 months, so exciting (^^,)
I've never played wow, you clearly are a bad white knight.
I'd like to see how successful the game is 6 months after 4.0, there'll be like 200 people playing the game.
I've predicted Aion and TERA future, people laughed in the forums, guess who laughed last.
Some hardcore only care about getting new fights to take on every 4-8 months. Some are fine with gear being outdated for a new set. Some care about quality of content and look at a gear as a means to an end.
What makes you entirely sure that doing the same piece of content for years for a few pieces of gear is the way to go? Please prove to me this will work on all levels of gameplay and not just for those who played FFXI. I'm begging you to make a compelling argument.
I would, but since you already mentioned you didn't ply GW2 to the point you can't comment on it no point for me either to comment on something you don't understand.
People say this game follows WoW formula, which to me is bad, they should start to look at GW2 instead.
I didn't play XI either so cn't comment on it.
Vertical progression is a sickness, that's all.
The reward system in general is such zzzzzzzz fest IMO, yeah yeah but the challenge the challenge you say, well thats great and all but not worth the effort to repeat it. I hesitate to try savage, I look at its drops and just say to myself is it even worth the effort to get involve with it. /shrug
Generally Developers should come with their own Ideas (or the one who leads the Developement Team), copying from other MMORPG's is a directly No-Go and People will notice this immediately.
While some People say FFXIV is following WoW Formular, it isn't doing that, they basically are the same yet different in some Ways.
You know what will happen with FFXIV if they start copying other MMORPG exactly what they offer?
They can close their Game and get a huge Penalty on top of that, it's not that simple, some things are Protected and some things are even registered.
This is like stealing Art you have to pay for and re-sell it, this is not on the legal side and if you get caught doing that, well ya, it's going to be a bad time.
Every dungeon in the game is pretty much end-game, there's the story mode which follows the base level t which is appears on and then it has exploratory paths which is max level content.
Dungeons reward tokens which can be traded for dungeon themed Exotic Gear, you get bonus tokens daily if you clear it, plus good amount of gold per exploratory path.
In FFXIV dungeons are useless, only two lvl60 dungeons are relevant, the Expert Roulette ones, the other lvl60 dungeons give absolutely no reason to do them, only if people want esoterics, however there's much better ways to farm esoterics.
When 3.0 came it killed all 2.x dungeons, they didn't give exp either and absolutely no reason to do them.
Dungeons in FFXIV give useless ilvl gear, 5 ilvl bellow crafted, people would have a hard time clearing A8S in i215.
What could be done in lvl60 dungeons to make them relevant, well with Vertical progression is hard, however they could give a decent amount of gil per daily clear of the dungeons so people would do them, more variety in queues and lower queues.
Dungeons could also give tokens similar to what they did with Savage and remove the drops from them, maybe introduced crafting materials as drops instead, this way people could get the glamours they wanted and would have to run the dungeons X times to get the tokens to be able to get the gear.
World Bosses, there's a lot of world bosses in GW2, and unlike S hunts in FFXIV people have objectives to complete, it's not just spam skills to burst it down, a lot of people even with a lot of exp still go down in GW2 world bosses sometimes.
World bosses give a chest at the end, the chest contains few rare pieces, which are a tier bellow Exotic, while not relevant they can be salvaged to a rare crafting material, the chest also has a chance t exotic and Ascended gear themed after that world boss and also a very very low chance t a Precursor, which is a weapon needed to craft the most powerful weapons in the game, which re the highest tier and called Legendaries, each weapon type has it's own precursor, if bought from the market board they're very expensive, let alone buying the legendary from the market board.
World bosses appear daily at specific times, multiple times a day to give everyone a chance at their loot, the hardest ones require Voice Communication through TS to beat.
We don't have world bosses in FFXIV, the closest thing is S hunts which give ueless rewards that can be surpassed by doing 3 A Hunts.
As for Legendary weapons in GW2 they take months to get, and are still the best weapons, unlike relics in FFXIV that should also have been the most powerful, they're pretty much useless, they should just make them available from 3.2, like this i240 Relic comes out 3 months later, and will be useless in 3 months later.
This is one of the issues with vertical progression, nothing lasts.
I could write about exploration, WvW and PvP in GW2, but i'll skip for now.
But basically people get rewarded for doing anything in GW2 and gear that was available at launch is still relevant now.
Honestly, warlock has more depth than XIV's summoner, but yeah it does play heavily like an affliction warlock. What boggles my mind is the general acceptance that summons should be locked into types and that's ok. Titan = tank for solo | Ifrit = melee | Garuda = Ranged. Where as with XI or even wow, your pets had certain buffs and specialties associated with them beyond the typical pet trinity. For example from XI, carbuncle could heal and provide a buff that enhanced protection buffs. Titan could provide stoneskin. WoW, you had a pet that could do interrupts and dispel buffs/one that could cleanse your wounds etc.
A majority of the original ideas that this game has came up with have failed. The whole class/job thing. Mostlikely wont see anymore classes. Cross-class skill system? Somehow they need to deal with that since they probably wont add more classes to the game. Diadem? LoV? Golden Saucer in general? lol.
There's nothing wrong with using other games' ideas or even trying new ones. The problem is with the forethought and execution. This game doesn't have a PTS to test things before they go live. Its just patched and 'enjoy.' So yeah people are gonna be upset when this stuff fails, cause it was never properly tested. As for other game ideas being lackluster, gear used to have set bonuses but a alas 'balancing issues' or whatever excuses they dont exist anymore nor do equip effects. FATEs should give something when you leave the zone since they wanna copy things from rift. At least that game does that much with their open world content.
Again, nothing wrong with them trying, but the lack of proper practice that is not showing any signs of change ruffles quite a few feathers.
Just to clarify: What I calculated was full tome equip and then upgrading tome equip, because those are the endpoints of progression for a non-raider. I mean, sure, situationally, a mix will be better due to secondary stat weights, but it's IMO faulty to use that as blanket assumption.
So, 1000 (weapon) + 825x2 (chest and legs) + 495x3 (Feet, Head, gloves) + 375x5 (belt and acessories) = 6010 / 450 = 13,35 weeks. Then another 10 + 1 weeks to upgrade all that, because one upgrade per week.
That's where the numbers come from. And since the point was to illustrate that SE attempts to shift the endpoint of progression around the time people reach it, I think that statement is still adequate.
Furthermore, you're taking my latter comment out of context. It was regarding the fact that ones gameplay does not change much when you equip new gear on the same class/job/role/duty, whereas it does drastically when you change your class/job/role/duty together with the gear, making the prior option more stale.
What is dead may never die.
No, really, I fully agree with RobbieH - it's either they implement major changes by 4.0 or FFXIV is done for good.
P.S. I read every post here. In whole thread there are currently 4 (maybe 5?) people, who disagree and say that game is allright the way it is.
Tome upgrades do not come until the catch up patch, though, nor are tomestone equipments exclusive to said catchup patch; you're already collecting them the patch prior. Assuming you don't do savage at all, then the highest you'd get to is the lore i230, although as you've mentioned , there are exceptions that proto midan would be a better alternative such as when it doesn't have SS or accuracy (the former not being needed if you're not doing savage). But just like you said, it's faulty to use a blanket assumption, for both ways, espesically when the consideration is trying to keep all types of players interested. For someone that is interested in min/maxing but doesn't hardcore, the gearing process would still take less than that for that reason, and likewise in the catchup patch in regards to EX weapons and weeping city drops.
I'm not taking it out of context, but I'm saying that it's not applicable to everyone. I can't be bothered to level my other jobs because the process of it is the same as I've been doing since 2.2; dungeon roulettes, FATEs, beast tribe dailies. It's things I've been doing for a long, long time, and the difference in jobs (and it's mileage will vary, MCH and BRD share very similar base gameplay that it's not much of a change up for me, and likwise when looking at a lvl 50 ninja to a 60) doesn't do enough to give me that variety. It's also the reason why I've lost interest in aquapolis after 4 days of it, in the end it's just killing more of the same mobs we'd find in the open world (with the same mechanics and telegraphs no less), rewards be damned.
You don't want to make huge changes to existing content, but new additions should branch out that add to the game (Diadem in concept for example), rather than additions that are standalone and offer nothing else beyond it's implementation beyond updating rewards (gold saucer, aquapolis, hunts), or even leave it alone to rot (PvP is often guilty of this). Espesically the latter, it feels like wasted developemental time for something that's only going to be a novelty for that patch cycle alone.
I love these posts... FFXIV is pretty much dead and done for good, that's why its still on the upswing from last reports, and why FanFest tickets sold out in hours. And by the way, more than half those changes would kill the game, or just plain don't make sense. I could break down almost every single one of them if you want, but that seems like a lot of work tbh.