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  1. #11
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Yurihyuga View Post
    What the game desperately needs is more raid variety and fast to avoid needing lockouts to prevent people from progressing too fast.

    End game in FFXI even with just sky hell had more than coil there was no lockouts could do sky everyday if you wanted and it never got old for a lot of people. If you weren't after gear money drops were split.

    Then you had Dynamis again if you weren't after gear currency was split after even break.

    Then there was sea with an unbeatable last boss however do believe it was beaten eventually.
    Quote Originally Posted by Xatsh View Post
    I do agree SE needs to stop the pure linear progression model. It is probally the worst part of WoW that everyone is adopting. It is the main reason for lack of content and quick content negation in most mmos.

    Coil or the hardest content should obviously drop BIS gear... but it should not be 100% of the BIS gear.
    I totally agree, Yurihyuga, Xatsh.

    There needs to be more variety and horizontal progression / rewards; things to keep players interested and doing meaningful stuff besides just 1 Dungeon (Coil).

    Even in its most basic form, Final Fantasy XI had lots of things for End Gamers to do. Note, I'm *not* advocating bringing any of these things specifically into XIV, just pointing out some examples of events to do besides just 1 Dungeon in an MMO:

    * There was Sky (Tu'Lia), with an interesting *System* and Loot Variety tied to it: From finding and defeating various Key Mobs (NMs) around that dungeon, to defeating 4 Special NMs (Byakko, Seiryuu, Genbu, Suzaku), getting 4 Key Items, and then continuing to fighting Kirin (Final Boss).

    In addition, there was *variety* in the Loot for all of those NMs (not just the final boss). There were Rare Crafting Materials that allowed Crafters to help Adventurers to create great gear.

    There were Abjurations (to help reverse Cursed Gear and get some great gear out of that), and then the actual fully completed Gear Drops (like Byakko's Haidate, etc.).


    The dungeon was so interesting, I never got tired of it.

    * Dynamis - Massive 64 player dungeons. Shadow Lord Boss. Unique Currency for Relic Quest. Side Paths with Alternate NMs / Bosses to fight to get your Attestations. Other Drops and Key Mobs to find and kill, besides Shadow Lord (Final Boss).

    * Hunting Kings: Nidhogg, King Behemoth, Aspidochelone, etc.

    * Individual Hunting for NMs spread around the world that can be soloed, for rare drops that were "BIS" for the longest time.

    Again, I'm *NOT* asking for HNMs or NM pops (that encouraged botting), but the point is that there were so many things to do for End Gamers, and plenty of Horizontal Progression and more interesting stats than the Controlled Stats that Yoshi P has right now (where he's controlling the Max Main Stat with every patch).

    Ultimately, with more variety, it makes Final Fantasy XIV a better game.
    (7)
    Last edited by Kiara; 04-30-2014 at 02:08 AM.

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