the content is to not play this game and play something else
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the content is to not play this game and play something else
people really out here being like you can't have long lasting content when we literally still have people doing POTD and HOH runs years later. hell somebody recently soloed HOH with arcanist https://www.reddit.com/r/ffxiv/comme...r_on_arcanist/ . not to mention with them evolving on previous content bozja was a success keeping players for quite a while between the two maps (almost half a year before drop offs) thats long lasting content. not a ducking beast tribe which we couldn't even get at launch thats time gated
people really need to get their minds straight and understand what long lasting content ACTUALLY means not what companies use as psychological traps. a daily FORCED grind is the worst way to do it we all know this so stop bringing it up ffs. time gated content is a horrible way to do it and is only acceptable for content like savages cause it has tied gear progression to it. and even thats debatable since it's useless when the next tier comes out thanks to them not being able to be used and crafted kits being the needed gear to day 1 savage. not to mention it was loot locked weekly for FIVE months. in a game with RNG loot distribution and wanting to promote players to play multiple jobs that just doesn't make sense.
now as i'll restate time and time again. bozja and current eureka are great examples of longer lasting content. they took boring mechanics like fates and added onto them. they had their own systems and combat mechanics which had depth and unique interactions with jobs. they had their own in zone progression which promotes you to come back and level up not only to keep up with their stories (hell even POTD had a mini story as you went up the 100 floors.) but to level yourselves further to make grinds easier (achievements, glamours, mounts, minions, etc...). you also notice what you don't see in bozja? time gated content each zone was able to be 100%ed when it released which held people over til the next zone or relic step was released.
it's not hard to make side content long lasting hell bozja lasted almost half a year between it's two zones imagine if they took bozja and worked on it more added more to player retention, more reasons to keep up with it, etc... i could easily see bozja remaining popular for a year.
also it's not on US the players to do everything for yoshi-p and the dev team we shouldn't have to sit here and craft bozja 2.0. thats for them to do we can only say we see a lack of long lasting current content and hope they make bozja 2.0 for current content. and thats another thing. you go play BLM at level 50 and tell me it's fun compared to level 90. stop saying just do synced content there are jobs that just aren't made for lower level content anymore. and for those who want to play their jobs at their strongest why should they be punished? literally why? why not add a way for bozja and eureka to scale up to current level? or releasing a bozja 2.0 earlier?
hell just makign the mobs/fights scale for level 90 jobs in eureka and bozja, would prolly be easier than making a bozja 2.0. and would allow people to see what their 90 kits can do which would save them the trouble of leveling another 30 levels if they see how it plays at end game. also free trial players still couldn't access it since it's STB content. or unreals which i keep saying was a step in the right direction just allow them to drop their older fights mounts and we have a level 90 way to do ARR fights without sitting here and 2 shotting it solo unsynced. or playing with a heavily gimped kit to actually see the fight.
There's only so much content that can be produced at any given time and something to understand is that MMO developers are generally some number of builds ahead. Work has likely already begun on 7.0 elements. They've been working on the next tier of raids, dungeons, alliance. How long it lasts is ultimately up to each player. This is how it's been and how it will always be. This is what it is to work on / play an MMO. That they have a schedule to gradually feed us content is a great improvement over the way things are / were for older games.
Newer players don't seem to feel that way: https://youtu.be/U1LbNJy_Ibo?t=583
the man literally brought up MP management which outside of chain rezzing or spamming your heals for some god forsaken reason. is nearly negligible at all levels just using lucid dreaming on CD literally not even getting maximum use out of just using it on CD will make you not run out of MP. LITERALLY IN THE GAMEPLAY HE HAS 0 MP MANAGEMENT HE WAS NEVER AT RISK OF LOSING ALL HIS MANA. just like he brings up how it's refreshing that fights are more strict set timings so you can preplan and optimize. thats fine if you give healers more to do inbetween each set healing point. if not you fall into the trap of just doing 1 1 1 1 2 1 1 1 1 2 with the occasionally heal/regen on tank. the issue once again is not the core mechanics of healing being hard. especially when you sit there and go RAIDWIDE IN T MINUS 5 SECONDS at 5 minutes in the fight everytime at 5minutes. and it's consistent between EVERY fight emphasis on EVERY fight. every fight is basically an on rails shooter in terms of mechanic timing and variance. which is why it is better for preplanning healing but without stuff to do because healing is so planned out the gameplay of healers can get stale quicker than other jobs. this man literally said healers are made to be secondary DPS what kinda world do you live in that hitting one button over and over again is being designed as a DPS in any capacity?
also once again if you have to have bad players to learn your job or get enjoyment out of a job somethings wrong. i don't get why people still defend this point time and time again it's bad design regardless. if the job/role doesn't feel to good play at all skill levels then something needs to be looked at especially if you're not gonna make jobs for different skill levels within their own role.
Sorry pikalovr but the daily grind isn't forced by any means. I really hate when folks use that word. Your opinion of long lasting content is just that, your opinion. So that whole "people need to get their minds straight" bit isn't needed nor warranted. You have those issue were folks have to see things exactly like you do and that's not healthy for a fair discussion. Ocean fishing may be long lasting content to one while not as such to the next person. Neither are wrong. It's about perspective.
Far as classes being fun at 50, that's again purely subjective. I'd also love to see some facts that lend toward certain classes not being made for low end content. A class not being fun to you at 50 doesn't mean. It wasn't made for being played at 50. Just saying.
Also why does, Boz need to be scaled up to 90 exactly? It's level 80 content. You say it let's folks use their kits, I say step out of Bozja and do that (as per the design). I say the same for POTD and HOH. Leave the level caps as they are. If you want to practice with higher kits do the content made for that. As far as saving people time, if you hit 70 with a class and STILL aren't sure about it you might as well just drop the class imo.
Id rather they focus on giving us 90 content instead of wasting time rebalancing old content that already still gets enough traction. Boz has already (imo from what I've seen) probably killed alot of the traction the new deep dungeon is gonna get due to many already using Boz to max out all classes. Most of Eurekas traffic now is just bunny farming and even that has been overtaken by bots. I'd be willing to bet folks wouldn't touch it much at all if you could get those relics via outside means and bunnies weren't a thing.
All in all to reiterate long lasting isn't a clear cut as it may seem. To me if it can be done and repeated that's enough to call it long lasting. Ofc others will see it differently as per the nature of perspectives
They'll never create enough content as fast as people can consume it, but what they can do is tend to the mmo part of the game, by creating content that is repeatable and that offers unique interesting rewards and challenges. IMO the game lacks the group content you'd normally find in an mmo (M+ as an example) with an incentive to do it. IMO 14 really shows the limited avenues for character power progression and gearing, plus all progression is reset each time new crafted gear comes out and so the result is a lack of incentive to do any content (unless its levelling other jobs to 90 by doing the same old content over and over, and once you have everything to 90, you have even less content). Also, if they added some traditional mmo loops, content might not arrive and expire as fast as it does now. :)
I'm confused. Unique rewards wouldn't make content any less boring if it becomes boring due to doing it so much. You could give me different things everytime I do yet if I've done something 20 times it can still be just as boring.
Progression isn't reset as you call it, that makes it seem as though the progression doesnt matter which isn't the case. Can I stick with 89 gear and be fine to do everything going forth in EW. Not at all. At some point you'll have to get in there and swap it up. You gear up for the current content of that Era. Only makes sense to me.
As for unique challenge that seems to be their aim with Criterion. So I'm holding hope for that. And while I could see the outlook of having less to do at 90, that's a tad 2 fold. Factually there's less 90 content in the game than anything else which will be the case for awhile. That doesn't however mean you can't run things under 90 despite being max. By that logic folks at 90 have the most to do in game (provided it interests you ofc).
That traditional mmo loops bit I don't fully know what you mean by that, but traditional mmos usually have overbearingly long grinds and FOMO mess that im not to keen on.
What I mean by reset is, for example if you beat some or all the savage fights, you get gear that is initially better than tome gear. After a couple of months with a combination of tome gear and savage gear, you will have BIS gear. When the next savage tier releases (after the one you just did) they release new crafted gear which will beat the gear you worked for in the previous savage tier, which kinda feels like ‘why bother’, if you’re doing savage for the gear. Also outside of ultimate, there’s no content that needs savage gear.