And the community would be better off for it.
I've played MANY mmos, all of them have caps and lockouts. This is the first game I've ever heard people seriously complain about it.



			
			
				But so now it sounds as though you're suggesting to move forward, but what I don't get is why make the grindy things we're already doing, more grindy? We're all going to end up wearing the same things anyhow, it's just putting emphasis on people having more time than others to do things. The philosophy behind the way things are setup now is basically that people are busy and have things to do and aren't able to give the game 18 out of the 24 hours of a day. But at the same time, that doesn't mean that someone who doesn't have that absurd amount of time isn't as skilled as someone who does. It's subjective. I don't see why putting a large grind would make that any different than it is now.
I understand the passion of what you're saying, but at the same time, to me, it seems like just a longer road to get to the same point.
Well... "Common" sense isn't all that common anymore, now is it?

			
			
				I think these hardcore players need to do their thing on Monday so the rest of us can have fun during the rest of the week. Maybe they can go outside or play another game. I hear Diablo has the loot grind they are looking for without caps.
http://poeticjustice.guildwork.com


			
			
				I bet you this new tome will only come from coil and new dungeons until 2.3 with new ct drops it. So it probably will be a grind till 2.3.
What I'd really love is for them to tone down on this insane vertical progression, and stop falsely inflating it for hardcores. I get it you guys are bored cause you're at the top, but you really aren't the largest population of the game, I even think some hardcores are dying for some horizontal progression, so this is not to be taken as "boo hardcore eff you stop playing" I'm just saying, maybe a different content style, could make a huge population of people (both hardcore and casual) happier.
Last edited by zaviermhigo; 02-28-2014 at 07:44 AM.
People most likely won't continue to play and pay for a game that they can only enjoy and progress on one day. The more people you lose, the less people you will have to do dungeons with and the longer the wait times in duty finder.
I don't understand why people feel a need to get upset and swear about players that want to spend time progressing. It's like shooting yourself in the foot.



			
			
				The descendants of the Yellow Emperor will probably approve of this idea. I reckon on my server, it's quite likely we'll see people geared out within a week.
And some people want to be able to play the game. You can't do everything in 20 hours a week already. You can't cap myth, get CT loot, run T1-4, do 42 beastman dailies, run 3 EX trials, and run any number of the 28 roulettes. Doing all that requires playing the game like a full-time job, so most players don't do everything. I wish the game were less grindy so I could get back to some of the games on my backlog. Alas, ARR is all I can afford at this time. A change like OP suggests would have me quit, and I'm likely in the top 10% in playtime.
Last edited by Gamemako; 02-28-2014 at 07:56 AM.
and in how many of those MMO the cap was reachable in less than 4hours?
I'm not harcore player but i don't care if I can't reach the cap every week as long as i can progress
I'll try to answer. I am advocating inclusion, not exclusion. The longer content remains relevant, the better that is for the community and the game itself.
While a certain degree of grind is always required, limited content grinded over and over again is avoidable.
It is better to be rewarded for participating in 10 instances or events, than to be rewarded for in the same currency for repetitively spamming 1 instance.
Why - Because you create an environment where new players and veterans can participate in content together. While old dungeons and instances will be easier for veterans, their participation in them ensures a longer life cycle for that very same content. It doesn't become redundant. New players who start playing this game in 1,2 or even 3 years time will still find a large number of players actively participating in this content. (lesson learned from XI)
Additionally, by spreading rewards across current content and making progress more horizontal as well as inclusive, the stress and pressure on the development team to produce new content is reduced. We will start to get more depth and quality out of expansions and patches. Sure they will be less frequent, but they will be a lot better than small tea spoons of adjustments.
This also prolongs the life of the game itself, which in turn establishes more confidence among investors to invest more assets into the game's further development.
EDIT: Hard core gamer insults already? A bit too early in the AM for that, you filthy casuals.
Last edited by Royze; 02-28-2014 at 08:04 AM.
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