Quote:
Originally Posted by
sindriiisgaming
Jobs had identity
Well they plan to address that so all we can do is wait.
Quote:
Hunting log and the Hunt kept the overworld alive
Hunts still exist, and still keep the open world alive with S rank spawning and hunt trains. You can spot map parties all around the place usually, too, or people doing beast tribe quests. In EW and ShB people farm for shared FATE ranks or bicolor gemstones or old quests. And gatherers still do stuff.
What really kept the world alive was using FATEs to level instead of other methods. At this point in the game, we have so many zones that they are spread thin, so it's only gonna have a lot of people in if there are events driving everyone there like a new relic step, Yo-kai Watch, or new bicolor gemstone rewards. And SE does do these sort of things sometimes.
Quote:
The relic was harder, involved the over world and HAD a gil sink, AND dungeons even contained some of the pieces, AND crafters could make money selling the weapon needed
That's going to be fixed in Dawntrail, where we'll have a Field Operation. The field operation area becomes like the open world in that it's the area that becomes busy, with social interaction and lots of players doing FATEs. They are planning to have two ways to do the relics so likely one of them will involve old content like the open world too.
Quote:
Things weren't handed to you (you had to work a lot harder to clear content and save allowances)
Well some things are handed to you now, but not everything. There are still grinds and high-end content.
Quote:
The raids were harder and had more complex tank/healer mechanics
They are going back to their ARR/Heavensward content design philosophy of unique role mechanics like a tank or DPS doing something separate to other party members, smaller hitboxes, etc.
I think main way in which it was harder was not having cast bars a lot of the time, lack of telegraph marks, needing to anticipate heavy damage on a tank instead of clear tank buster casts, not being able to go purely off cast bars to recognize mechanics a lot of the time and being more punishing to healers, combined with the job design of lack of OGCDs. Job design was part of it.
I could throw in the different arenas but a lot of them are still circles, squares or rectangles beside the first tier.
In any case, I'm not sure to what extent they'll go back to that design ever, but we know certain things like unique role mechanics and smaller hitboxes are likely to be addressed.
Quote:
The dungeons were harder (lost city of amdapor anyone?)
This is why the basic auto attacks of enemies should still make the healer need to heal like it did in that dungeon.
Quote:
levequests had meaning
Grand company was useful
Glamour system was more robust
Elemental attributes on gear
Not really. :rolleyes: