Just let folks sell the cosmetics on mog station but have them only available via the marketboard and at set gil price, heck could limit to a few times a week per account, the MB/economy cant get any worst than it already is, yeah?
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Just let folks sell the cosmetics on mog station but have them only available via the marketboard and at set gil price, heck could limit to a few times a week per account, the MB/economy cant get any worst than it already is, yeah?
Stop with the hoarding. You don’t need everything.
Not a bad idea to just straight up allow us to buy Mogstation items with straight up gil, even if it’s at an exorbitant exchange rate.
Like, 1 mil gil for 10$ or whatever in crysta, and it’d be an instant gil sink. Heck I would probably play a lot more than I do now just to grind money out more seriously. As is now there really isn’t anything I wanna do in game beyond a 5 min check in.
The PVP FOMO is really where it's at.
Honestly, if you need to coerce your players into a game mode on the threat of missing out on cool items forever the game mode probably isn't any good.
I have to agree that seasonal quests can be a bit of a bummer, both from the perspective of a player and the perspective of a developer. Even if you did catch the event when it happened, once that window has passed it's a thing in the game that was crafted and will never be experienced again. That's kind of a bummer, both in terms of FOMO for the rewards, but also in terms of content disappearing from the game. I'll never be able to chase a giant egg through Gridania again!
It would be cool if they could make some way that this content didn't disappear for good, whether that means events coming back when there are no other events occurring or some manner of New Game+, etc.
I insist.
For a game that prides itself on "being break friendly" there is tons players can miss and new players won't ever get, specially contradictory too with the idea of the game being a more solo oriented self sufficient experience.
All achievements and rewards should be aviable. And constantly returning.
Let people play for and get what they want.
Yeah, it's not just cosmetics. It's why I quit FFXIV for months at a time, and fully quit WoW.
End game ilvl pushing in both titles is timegate FOMO based.
Weekly Loot Lockouts + Weekly Currency Caps + No makeups for said lockouts and caps = It is now not worth it.
At least the levelling dungeon experience is superior in FFXIV, which I'm just looping for currency to trade for items for gil, since that seems like the only tenable meaningful forward progress in FFXIV.
If you try to "steer" me off what I want to do when I want to do it, I either quit or entirely avoid whatever timegate garbage you're trying to system me into. I avoided m+ and raid based lockouts in WoW, I can continue to ignore current tier raids in FFXIV. Timegate is not progression, dealing with people over timegate especially so.
Needing to DC travel off Dynamis just to prog timegate pandaemonium progression made it an even easier choice to ignore acting like timegate loot content exists.
I genuinely don't get this one as a problem. There's no FOMO in FFXIV on ilvl because as soon as the next raid gets released, new crafted gear that's a higher ilvl than the previous Savage gear is released. No one has to worry about being far behind except those trying to do Ultimate when it's first released and those players are rarely going to be coming out of nowhere to do it.
If players would stopped travelling off Dynamis to get parties for content (unless part of a multi-DC static), they would find a larger end game population than was on the data center when it opened 10 months ago. I don't have a problem getting PFs to fill in a reasonable amount of time when I list one on Dynamis because there are players that would rather be doing content on Dynamis.
You're going to have a hard time staying happy in a MMMORPG if all you think about is how fast you can get the best gear and you find hard time gates more annoying than the RNG loot systems other games like ARPGs use. They might shower you with gear so you feel like you're making progress but if you track when you play, you'll realize that endgame gearing is going just as slow if not slower with the RNG systems than with the time gating.
Oh PLEASE, as if any PvE player actually lifts a finger for more than a single clear if there wasn't incentive adequate for their required input. The reason why Alliance Raid Roulette iLv cheese exists (since it all gives the same reward) and why we absolutely sh** on Criterion rewards being pure dogwater are just some fitting examples.
Crystalline Conflict is good enough that Casual Mode can be practically played daily at any given time except the dead of the night. Just turns out if you raise the stakes by adding a rank, restricting queues based on those ranks and games no longer being as easily steamrollable that people want something for their time investment that they can't get outside of Ranked - to give reason to play Ranked over Casual.
But no, clearly the game is just bad.
"waaaaaah I want all the rewards for free I cant do crystalline conflict for 2 days that's too hard ! I need a year to do it and I want people to not have what I dont have ! I shouldnt have to make any effort, I pay a subscription I deserve it ! waaaaaaaaaah"
Oh I know, but this dude literally said few months back that he wanted a year to do it LMAO and also that it was disgusting FOMO to remove the rewards after the season is over
They could just leave old season passes up and available. The rewards are 100% personal anyway. Literally no one would be worse of if someone in 7.0 could just choose the current season pass, rank it up to 25, then swap over the previous one, rank that one up to 25 and so on.
FOMO is bad, especially when the game is largely already shorthanded of both rewards and giving people a reason to play at a later point in time.
There are a lot of currently exclusive rewards that they could introduce back into the game, e.g., through Treasure Trove that would give people a fair excuse to aim for these rewards at a later point in time through treasure trove, achievement tokens, MGP, etc., really.
No, I want the slow gear grind. One where I don't run into weekly caps or lockouts though. I keep hitting the loot lockouts and caps same day of reset day and going nowhere as a result 6 and a half days out of 7.
No I will not pay to avoid playing pay off crafters, that's non interactive and will feel like I failed. One of the reasons I quit WoW DragonFlight was because Blizzard tried pushing crafting as a replacement for playing the game, it wasn't just the weekly vault loot and raid lockout FOMO burning me.
What I want is what we had for the levelling experience of FFXIV from 1-89. Hitting 90 and being steered into weekly caps and lockouts and being told to just get crafted gear is F tier meaningless. If you want me playing current raid tier when it comes out, it has to be uncapped. Low drop rates are fine, but keep it uncapped. I'm here for the grind, if you don't offer one then I won't touch your content.
Anyways I see playing on Dynamis as a blessing, as it's keeping me away from the trash timegate+FOMO endgame. Sure I want the cosmetics, but I refuse to be trolled by the usual gamedev hand in cookie jar timegate and caps.
The lack of 'uncapped' slow grinds is a large part of why this game became popular. If you're looking for a game that will allow someone with a lot of freetime to continuously obtain stats, this just isn't that game.
This is a very strange, self-limiting mindset. Crafted gear in 14 is stepping stone gear; It's intended to help you immediately reach the minimum entry requirement for new content. You don't even have to interact with anyone to get it, you just click a few prompts on the marketboard.
There's a lot more to player progression than just getting +1 str from a ring. This game is way way more skill-oriented than gear-oriented, and there is ALWAYS room for progression and improvement when it comes to player ability. It feels like you're tying way too much value to obtaining gear; Again, this just isn't that kind of game really.
This games content release schedule is so slow that the only cases where 'falling behind' even matters is if you're the tiny percentage of players trying to do week 1 Ultimate. If you get BiS early, you end up sitting on that same gearset for months upon months until something new to progress even gets added to the game.
Level 1-89 grinding of FFXIV is precisely the game I want. Level 90 is when the grind gets sabotaged to artificially inflate subtime with weekly loot shtick that is mostly invariant of the effort put in.
Dealing with a static group of people over a pre-allocated weekly loot is dead content.
I need 10 years to do it.
If i want to.
No one is asking for things to be given away.
Is just for them to be aviable to get.
You still would have to top 100 in CC for those rewards, the only diference is that i might do that the next season or in 30 seasons or never. Is the chance what has to be there at all time.
I made a similar suggestion a while back: instead of having individual items on the season passes, they could just have tokens – so you hit rank 5 and get a "Rank 5 Prize Coupon" and can go trade that for whichever rank 5 emote catches your fancy.
It still means that people need to have been playing for a long time to have everything, and only get one prize per rank per season if that's the way the devs want to restrict it, but you can choose which prize you get and they're not lost afterwards.
I'm not going for most of the high-level prizes, but I'm dreading that at some point they'll put something in at rank 25 that I want for multiple alts and then I'll have to grind for all of them at once. If there were coupons instead, I'd be doing one grind per season with a different character each time, ready to spend when I actually want the prizes.
Are you going to wedge this same essay into every thread? If the game you want to play is "FFXIV levels 1-89" then that game is finite and you have reached the end of it. You can start over with a new job or alt character, or you can leave it alone and come back when the current endgame has been converted into a non-grind and you can play it straight through.
It is the opposite of timegating – the unwanted grind goes away and the content remains.
That's not meaningful forward progress, that's just rage quitting and starting over.
Adding the lvl 1-89 uncapped gear/currency grind is doable to 90, it's just not done that way for MAU metric reasons because some board in SE is afraid people will quit if they get what they want in a reasonable amount of time rather than waiting around in a timeout corner for loot to extend subscription duration artificially.
Timegate as well as weekly currency+loot drop FOMO has the opposite effect of their intention on me. Apparently other people need to be trolled in order to play or subscribe and won't self admit it though.
Lastly, people dancing around bad faithing discussion topics due to self sunk cost fallacy of the issue described tend to cause rephrasing of said responses to help them understand the problem statement.
If taking up a second job amounts to "rage quitting" then I don't think this is going to be a productive conversation. Have fun yelling into the void.
Raid drops aren't really a timegate, or at least a bad timegate. The weekly loot lockouts are in place specifically to prevent players from farming out a raid in the course of a week and being gear capped instantly. I know that the game would have 0 incentive to play raids after the first week if I could just get all my drops on the first week of an 8 month raid tier. The raid content itself isn't even timegated since you can access all the raids, and the only real gear you at all is just crafted gear so it's not like your missing out on any of the actual gameplay. But if you personally don't like having to deal with gearing in that kind of environment every week, I would recommend just not doing it if it isn't enjoyable for you.
edit: I will say that at least by a certain point in the raid tier, they should just unlock the loot in the raid because gear doesn't matter at that point and only really exists for making the you do more damage beyond the required amount, or just cosmetic purposes. However, in a general "remove gear lockouts" from raids would be really bad for that initial player retention from any raid tier.
There is no rebuttal to be had when the entire game is based on incentivizing its players to do encourage them to do things.
At most your assumption of "if it needs incentive then it probably isn't good" is massively asinine. People have been doing Frontline with incentive as minimal as Daily Challenge and the Battlepass debut with CC Series 1 was a welcome addition when it aired along with 5v5 CC. The mode is still being played even way past a Series' release date, so the issue is hardly the mode.
The battlepass items should absolutely return though with Dawntrail ideally with Trophy Crystals, one Battlepass at a time.
It has nothing to do with "incentive" and all to do with the fact that it's time limited. PVP prestige rewards are fine, that's the nature of a competitive scene.
The FOMOpass however gives the players a hard time limit to obtain mounts, armors, minions, emotes, and frames, and if you for one reason or another can't do them you lose access to them forever. (I say forever, but they said they would bring them back in some way. A year and a half later though and they still haven't done that.)
There's a big difference between INCENTIVIZING players, and COERCING them into playing 150+ matches of PVP on threat of locking them out of rewards forever. Seasonal events have the good sense to be done in an hour or less, and bring their rewards back in the shop or later events, and aren't remotely as egregious.
If you want me playing pvp add an anti cheat like riot vanguard.
Throwing cosmetics in won't do it.
You can blame Blizzard for that one with pretending to care while letting botters rage bot free for years even after being reported with video evidence and being overall obvious. I do MMOs for the PvE, since people cannot control themselves with botting in PvP games. People tend to get sunk cost fallacy trapped and mentally validate botting. It's not just a sunk cost to store mtx pipeline in video games.
I see your point now I suppose. Yeah imo the Battlepass is there to encourage play in the respective BP period, that's the point and I think that especially in the case of Battlepasses the items shkuld become available by alternate methods, permanently after a specified amount of time passed. Though I admit I sort of expected to start rolling out Series 1 rewards into the Crystal vendor when Series 3 came out. Thats 4 months of unavailability but now its like a year. I don't vibe with that.
I can't see it as coercing however. Or maybe I don't because I don't hate pvp in the first place.
That said, the numbers about matches played for Rank 25 are off. It's significantly less.
https://cdn.discordapp.com/attachmen...e-2_7d56ea.png
It's essentially doing a daily CC and still losing for three months, which takes no more than 10min. You accelerate the process with each win and each subsequent match played that day, which naturally piles up the more you play the mode for itself and practice.
From my information it says that the total exp needed is 108,000 series exp to get to rank 25.
Assuming you lost every CC match, that's 155 lost matches (108,000/700=154.2), or 120 if you won every match. (108,000/900=120)
I don't know if they reduced the total amount needed, which WOULD be a positive, but I'd need to look around to see if anyone else has seen that.
https://ffxiv.consolegameswiki.com/w...ies_Malmstones