ff14 got lots of players but at the same time it fell externally dead. why is that?
what makes an mmo lively or dead to you?:confused:
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ff14 got lots of players but at the same time it fell externally dead. why is that?
what makes an mmo lively or dead to you?:confused:
- Virtually no open world. Those 3 people farming fates and 5 gathering bots per map don't really make world feel alive
- No public chat. Even just public shitposting like in BDO is good background noise and makes everything feel more alive.
Average player just stands still in Limsa, speaking in FC/whispers/Discord, while popping in and out of duties. No reason to communicate in most duties either. Population could triple, yet game would still feel just as dead.
It will feel dead when there is nobody or barely anyone around. Creating a Liminal Space effect within the game where it gives a mix feelings of nostalgic yet eerie.
Very little incentive to interact within the open world.
This is why content such as Bozja and to a degree Eureka, has been amazing. But equally, why it has felt like a slap in the face because they have shown that they're perfectly capable of doing something actually interesting with zones if they so tried.
What would you be progressing towards though? I keep saying, they should just add the bicolor gemstones to ARR, HW, and SB areas and at least keep the effort to keep updating its rewards or crap.
Otherwise the only reason Bozja and Eureka get people is because there's a progression system involved. Otherwise the endgame of that content because extremely lackluster pretty quickly. Yeah there's completing the field notes for a mount but that only gets you so far.
Usually a flight of stairs does it in but a 2-3 story fall will do the trick no matter how big the MMO.
Also, LFD killed the overworld which killed the liveliness in MMO, imo. The worst part is the convenience of the system will ensure no one will ever want it removed which means that the problem it caused will never truly go away. ;A;
Well, there are definitely substantial things that they could do - If they actually had, for example, critical engagements then they could tie this in with something such as Wondrous Tales to then encourage people to go out and interact beyond just relegating it all purely to instanced dungeons or trials.
It's half a matter of having the systems in place beyond just FATEs and expanding the already existing systems, but equally having the incentive factor built in those systems. FATEs are nice but beyond a point, they do get stale, and this also pretty much expands to shared FATEs. Sure, extending them to the older expansions and the base game would be a great start.
But shared FATEs are one of those where the interaction dies pretty quickly. People were doing it in troves then once they were capped it stopped, this was something that appealed to... Not everyone. Perhaps, they could aid in this by being more aggressive with the rewards, or really... Stop being afraid of only having a few select systems for particular avenues... e.g., gearing, or even obtaining rarer items from maps.