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  1. #11
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Zephyranthes View Post
    Bye. Just because SE didn't do what you what doesn't mean that they're doing bad. Other people like the current Animus method and SE listened to them.
    It isn't but they know full well what that roadmap is for the next 2 years. We on the other hand do not after the one they released to us in the beta which is really disappointing because all that secrecy makes people that gave Square-Enix a second chance to become questionable with their methodology.

    So while you may not see that they are doing bad but other can and will due to their own individualistic mentality. Regardless if they are right or wrong about it.

    I personally don't feel comfortable with that secrecy approach, not because we don't know what we are getting, but because of the lengthy time between content. They don't need to be in detail just generalize it "Raid, Mini-games, PvP, New classes/jobs, New race, Expansion," and so on and so on.

    It's very difficult to plan accordingly because with Raiding being the main focus so far it's hard to look forward to the next 2 months after completing the rigorous grind portion of the patch for casual content.

    If I didn't know about frontlines I probably would've been taking longer breaks once I was done with my soldiery and beastmen daily grinds and just waited for the people i group with to say they need my assistance. Yet now that I know it's coming I can actually partake on PvP since I can see a deadline to my goal.

    Others are lacking that motivation and there's nothing to strengthen that resolve for none raiders.

    Quote Originally Posted by Akujin View Post
    You know, I keep seeing a reoccurring theme in some complaints, about dungeon length... do people actually desire a dungeon run that lasts several hours of your life?
    Because dungeons are linear in design.

    Start: Point A
    First boss: Point B
    Second boss: Point C
    Final boss and end of dungeon: Point D

    People don't want additional bosses or a longer process from Point A to Point B.

    What people want is meaning to the hidden content between Point A and Point B.

    That doesn't mean a pointless treasure coffer either. That means actual progressive content that can be done on the side if you need it. Myth, Soldiery, Gear, Vanity, Weakens a boss (removes a mechanic), Strengthens a boss (boosts a mechanic), Skips you ahead 50% into the dungeon, etc, etc, etc. As long as that portion has progressive meaning and it's designed with it in mind it will add to the dungeon design outside of just travel this path and see you next time.
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    Last edited by Gormogon; 04-28-2014 at 06:58 PM.