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Originally Posted by
Xatsh
1) The game should continue to add new content as it is now, but it SHOULD NOT negate old content. THE ITEM LEVEL SYSTEM SHOULD BE ABOLISHED COMPLETELY! Aka ARR endgame should still be valid today and should still be partially valid next expansion with some gear. (horizontalish growth - A slow replacement of gear and multiple paths and gear sets. Gear needs to be replaced but I would say once every 3yrs not every 3 months)
From a business perspective, this would be financial suicide. You need systems designed to keep people playing in an MMO. The developers can only create so much content, especially given the current rate of consumption. If gear progression is essentially nonexistent, you eliminate any purpose to maintaining your sub once you've beaten the content. We're no longer getting tomes or gear drops from it. Thus, once the novelty of the challenge wears off, people will simply move on.
You are attempting to adopt a fifteen year old model-- one that only garnered a niche audience I might add. For all the recent praise FFXI gets around here. It never once held a high subscription total, at least by comparison. Does that make it a bad game? No. Just a dated one.
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2) The Stats in the game for weapons should be linear. Some Armor/Weapons should be Better in X fight or in X party composition. There should be unique stats on gear as well as negative attributes. Example tank Body Give it Physical Defense +5% Magic dmg taken +10%, or give it really high defense with - str and - attack. There should not be an item that is BIS for everything. Honestly SE right now could remove all stats and just have 1 universal stat now called Item Level which effects all attributes and it would not change the game 1 bit, this is bad... really balanced but really bad.
I have to wonder what short of challenge or interest comes from arbitrarily swapping gear for occasional fights. You know what I find annoying? Having to put on the Ixal gloves every day to do my dailies. So I set up a specific gearset with them equipped (or macro), toss it on my hotbat and never think about it again.
Guess what everyone else will do if we were ever required to constantly swap gear for bosses. I just don't see the point. Playing around with stats, I can at least see the merit in, though I maintain horizontal progression is fundamentally an illusion.
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3) The open world areas need to be at least 2-3xs larger then currently... Heavensward is tons better then ARR but they are still small compared to other titles suck as WoW, FFXI, AA, Aion, and the rest.
This was attempted in 1.0... and widely complained about. Heavensward is arguably too large already. What purpose does tripling the size serve? It only makes open world travel a complete slog. Black Desert has some enormous maps and despite some nice scenery, it's boring. I don't want to waste an hour of my time traveling from point A to B, especially if it's going to be a frequent occurrence.
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4) Non-Fate Open World Party Leveling should be incorporated. The mentality of only leveling through content is not a good one when it forces fate zergs and mindless quest grinding.
People are always going to find the most efficient way to level, and spam it. If the EXP gains for these open world parties aren't enough to surpass fate grinding, they'll be entirely ignored. Leveling, at this point, is easy.
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5) Open world needs danger, meaning mobs the strength of stuff found in Weeping City currently in the open world (not just in fates). If you wonder pointlessly into the wilds solo and under geared, you should get your face stomped into the ground.
This would efficiently kill the game. And I'll preface it by saying it has little to do with instant gratification or those "terrible casuals." Being crushed by trash mobs isn't fun.
You have now turned the open world into a massive restricted piece of content wholly dependent on a person being able to readily find parties or have pre-existing friends to complete even mundane tasks. A fact compounded by your previous mention of tripling the map sizes. Simply unlocking new cities or doing side quests would turn into tedious bouts of boredom or be downright impossible should you not be able to find enough players willing to help you through. How many people complain about dungeon mobs being boring? This system essentially replicates it on a open world level.
I'll openly admit, I probably wouldn't continue playing myself, and I am hardly a "casual" player. Why? Because I do not find taking 5,000 damage from a toad mob's auto attack fun. It's boring, and devolve the entire game into a tedious grind merely going from city to city. There is a reason virtually no game of any genre has open world trash mobs that will annihilate the player-- but instead limits it to certain areas you probably aren't meant to explore for a while.
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6) Game Needs to have a focus on guilds in terms of ENDGAME progression. Right now guilds have 0 use for anything other then social aspects, this is the main reason why guilds average 10ppl or less in ffxiv and people come and go like it is a revolving door. Yes people who do not join guilds or refuse to should have their progression hindered or just not have access to some content.... THIS IS A MMO, guilds are suppose to be a focal point of endgame.
I would like to see more guild activity, however they will always be primarily social hubs. The responsibility of organizing say, raids, falls on the respective leaders if that is what they want to do.
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8) Groups need to be able to enter all content with any size up to max outside duty finder. Content is designed for 8 let them enter with 7 if they want. Or in terms of endgame allow a guild to take 5-30 people if they want just make the content designed for the max and increasingly harder to do as you get less people. (Aka doable with 25 but harder then 30, doable in 20 with good endgame gear, doable with 15 if you have top tier endgame gear)
... this would render Savage utterly pointless. Bringing even only four additional players would eliminate any challenge it had; a fact wholly contradictory to your arguments earlier about how easy the game is. Scaling the boss' stats based on arbitrary party composition would also be a balancing nightmare on the devs. Not to mention serve no real benefit. If Midas were able to maintain the equivalent difficulty regardless of party numbers. You're now attempting to balance upwards of 30 people's different schedule on a fight many of them probably won't get for a long time. Good luck with that.
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9) Remove penalties for running things as a guild. (Aka savage chest penalty).
Thereby allowing players to unlock everything within a few weeks grind. Well, if you want to up the complaint threads about having nothing to do. This will help.
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12) Remove the 1 job role per class.... SEE ffxi for this one RDM = Healer, Support, Crowd Control, Main Tank, Kiter Depending on the build and fight. (The ability to build jobs and gear to fit certain fights was one of the strengths of FFXI, the key is making it where 1 specific job build is not needed to win but a benefit if you have it)
Now that would suck for whomever lost all their progression on a job the enjoyed playing. But screw 'em, right? They'll learn to like something new! WoW has attempted this with their re-balances; only to be meant with immense backlash each and every time. The removal of a whole job would undoubtedly have people quitting.
Putting all that aside, the illusion of choice rears its head again. People nowadays have far more tools than they used to. They will find the best combination, and those unwilling to adopt it, won't be invited to parties.
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14) Remove the scripted fights from everything. I do not like fights where I can start a stop watch and know exactly the second the mob will use an attack everytime.
All fights, in every game, are scripted to some extent. I would like to see some randomization on attack orders to make endgame less about memorizing a boss' patterns. But they will always be scripted, lest you get completely unwinnable fights because the boss decided to spam his ultimate attacks repeatedly.
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15) Remove the 10-14min rage timers from everything or expand it up to a 1hr rage timer. The benefit of better gear should be quicker and easier clearing, DPS checks should be a rare thing not the standard.
This is part of the challenge; being capable of defeating it in a set amount of time. Seeing how rare bosses actually reach enrage, it's not even an issue, really.
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I left some out as I generally don't disagree with them, or am at least indifferent to what was said.