Oh lovely circlejerking about definitions. OK lets change this to comparisons.
Take TES games for example. You can do anything you want, you can completely ignore the story, you can level and do stuff without touching the story. That's the kind of game these players want. That's what I call a sandbox game. That's what for example WoW is.
On the other hand take Final Fantasy games, you HAVE TO do the story, in most cases you can't even leave the first area without doing the story, you don't get new jobs/classes, you don't get new weapons, you don't get new characters. That's the kind of game FFXIV is (baffling, ey?). That's what I call a story-focused themepark game.
The story is not the only goal, it isn't the only thing you can do, but it's the MAIN thing. And people who don't like this have CLEARLY chosen the wrong game.


LOL
You don't even know the Xp reward for the Trial Roulette, yet you claim that "it isn't worth it" ?!
Yet, it worked. The point is not for everyone to get back to old content, but just enough people. And I can assure you that there will always be enough people interested in grinding for gear.
Last edited by Reynhart; 06-12-2015 at 04:34 PM.


Sandbox MMOs do exist. Minecraft and its imitators completely count. SWG was also leaning further on the sandbox element than most of its contemporaries. Second life is yet another example, probably the crowning big cheese of sandboxes really. EVE online is a fairly restrictive example (in that when you started out, you could do anything you could afford to do). A more contemporary example would be Landmark, where players are literally shaping the world.
Being able to "stomp around and do whatever you want" is what you do in these games, you just have limitations. Even real sandboxes don't work like that. You need tools and things from outside to make cool things in the sandbox, and the sandbox will always be limited in its size and shape.
Before the -craft games (World of WarCRAFT and MineCRAFT) MMOs were mostly theme park-sandbox hybrids. Upon logging in, you could do and go wherever you wanted, within the limits allotted to you. The story was almost non-existent and you had very little lasting influence on the world.
I'd call WoW a theme park, actually, for one important reason: They have no form of personal housing system. The hallmark of sandbox games is the ability to affect the world somehow, even if it's just having your own house to show off.
WoW, instead, is kind of like "Disneyland" in that it has a whole bunch of "lands" with their own themes and stories.
FFXIV meanwhile is like Six Flags. There's usually no larger grouping theme to the rides, aside from a few little off-shoot lands, and the focus is instead the rides that are all mostly the same type of ride.
Last edited by kyuven; 06-12-2015 at 04:36 PM.




Story is nice and all, but in an MMO, it needs to be balanced out. Story you experience only once and then you're done for the rest of the patch (I wasn't entirely fond of 2.55, as it only gave us one Trial that didn't even give us a reward). If you balance it out with Extreme Trials, dungeons, raids, etc, then it's fine.
Story + Gameplay = good. Story > Gameplay = Bad (in MMO's).
No. Do the story like the rest of us did or gtfo. Deal with it.
I could not disagree more with you. Many of the quests are a simple case of "Go to X, talk to Y NPC, do Z task. Oh, minifilia is calling you! Go talk to her, get some more story, go to X, talk to Y NPC, do Z task..." Sometimes it's outright INFURIATING at that, as there's nothing as painful as constantly having to run back to the Waking Sands (remember that pre-rising stones times?)
To me, the story is a grind with a slight story attatched. It's not the best story in the world, but it's enjoyable enough. Even still, there is SO MUCH fodder in there, so much "running around" that it really grows old VERY fast.
Why, though? Why does it matter to you? You have had the 5 years of them flipping you the bird, and you likewise feel accomplished in unlocking it by having cleared it. You can feel as though you've earned your entry way into ishgard.
Meanwhile, players who are new to the game series won't know this "Five years" you speak of. To them it's not as meaningful as it would be to someone from 1.0/2.0 respectively. So why should your standard be used as a limitation upon a new player?
Would it potentially require some rewriting? Yea, possibly. Could they keep Ishgard locked-off for the most part while allowing people to access the new jobs? This is also very possible, and is a very realistic path they could have taken.
You could easily decouple the jobs needing Ishgard access and put one in each of the three major city-states. And to top it all off? It would help the balance of starting jobs.
Put Tank in Gridania, which currently lacks a tanking class.
Put Healer in Ul'dah, which currently lacks a healing class.
Put DPS in Limsa, which has 1 DPS Class (Ninja), 1 Hybrid (SCH/SMN), and 1 Tank (WAR)
Not only have you balanced out the need to enter heavensward, you've assisted players by moving tanks/heals/dps around to be spread out more evenly between the three. Though thankfully this isn't the case in games such as WoW where it might be far more pressing, as all pathes converge at 15* (Edited this! accidentally put 50 originally. Sorry 'bout that, it's a bit late!)
I can't disagree with the concept of variety. Variety is good, but not when it comes with restrictions that prevent people from enjoying them properly. Even though there is variety in what you listed, each of those you can access at level 1, and they likewise start at level 1. The new jobs start at level 30, and should likewise be accessed at level 30.
It would be AWESOME to be treated like **** by the NPC's if you hadn't cleared the level 50 MSQ. That would be an amazing level of depth, mirrored well by the fact that certain NPC's recognize us already! I absolutely -LOVE- that idea, and reflecting that in the quests would be downright AWESOME. They could even mix in one of the class quests so that you have to talk to your trainer just before the confrontation at Big Bridge, giving you access to an additional quest to get some slightly stronger armor for each class.
You and I have the s ame faith in Square Enix to write a story. The point we diverge at, right now, is that you like the lock for lore reasons. And I completely respect that. But I feel the lore reasons are merely the writer's convenience, and not a compelling enough excuse when I know they could write better.
Oh, don't misunderstand! I am not arguing this point at all. Level 30 or level 50 doesn't matter anymore, and I think SE made the right choice by not dropping us back to level 1 A la Ninja. 30 is a good concession and while it's not the 50 I'd prefer, it will have to do.![]()
The point I am discussing in this, however, is moreso just the logical progression of the leveling. Going from level 1 to 50 via MSQ, only to be dropped back to 30 and forced to Fate Grind / Dungoun / Do a leve every 12 hours is counter-intuitive for a player who wants to player a new job. If they bought the expansion, they simply should have access to this job at the level it is provided (30, not 50.)
Last edited by Eidolon; 06-12-2015 at 04:52 PM.



I have addressed this previously...
Yes, I know. There was snark- this thread has been running circles around the same arguments for days because people were skimming (or skipping) before posting duplicate arguments,and I was content to throwing a wrench in the works. But the points stand. Indirect consequences people aren't considering, which do indeed create 'fairness' issues, and even economic issues.


Don't worry, all of you fighting to keep the MSQ required.
They won't change it a week before release, so let them complain.
Besides, a lot of people who complain will still pay and play the game after that...they're not brave enough to quit this "bad-designed-MMO" to stay true to themselves.
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