Well SonTensei, this is what happens when a game is revived on the principles of yesteryear. It's been established for a while now that themepark MMOs have a limited life span because the content they have can only maintain interest on their own for so long. The only way to keep people even playing older content is to pay them to do so via ingame currency going towards accessing newer content, which is done by locking newer content between higher and higher teirs of gear. Generally, this is done to prevent people from completing all the content and then leaving to do something else for a while until new content gets released.
If the developers want players to keep playing the game for a longer period of time without relying on a super rapid release schedule of new linear themepark content, there needs to be other elements to the game that offer experimentation and replay-ability. The glamour system is one such system, letting people fetch gear from around the game world and mix and match at will. Another thing they could build is a server side randomized dungeon creator that generates instanced zones, representing unexplored lands, that groups could delve into with gatherers in tow to get rare craft materials. Heck, maybe even make some that have to be used in the dungeon so crafters can get brought in, too.
Personally, I think the developers are avoiding the "random dungeon system" because of the copy pasta allegations from 1.0 and maybe the time investment to get it up and running. I'd like it if they put time into making such a system even if it meant I had to wait a while. If crowd funding has shown anything, people are willing to pay and wait for good things, and while some people may drop their sub when content runs out, there are people who would keep their sub up to support the game development.
Last edited by Colt47; 07-18-2015 at 08:44 PM.
Who said anything about getting drunk? Just because I'm drinking beer doesn't mean I'm doing to get drunk.
So leave till the next expansion, problem solvedI beat all of the coils (t1-t13) before they got nerfed and will probably end up finishing alex savage before nerfing as well.. anyways it dawned on me and a few friends the other night..
endgame in 14 is pretty boring.
wish SE would have spiced it up with HW.
But .. seems like more of the same from 2.x..
would be nice to have something challenging to do.
Current game is like
1. grind tomes
2. learn raid
3. get weekly loot
4. grind hunts
5. repeat.
thats it..
on top of that, there isnt much uniqueness about the loot.
do something please SE![]()
The main end-game contents of HW will be FC Airship exploration, which will be available after patch 3.1 & so on. It was mentioned in the Live Letters, which none of you seem bothered to care about. -__-
Sounds like your suffering from MMO burnout in general.
Think it's less MMO burn out at this point and more so burn out from the exact same style of game. How many MMOs out there use themepark style dungeons, linear character progression, and expect people to grind out several different currencies to try and keep them occupied while developers scramble to get more content in? It's like the majority of MMOs coming out of Asia and at least a few coming out of the Western world.
Part of the problem is that they got this entire grind system lined up on top of a lot of good things that throw in variety. So people are pressed to do the currency grind to keep up even though there's crafting, gathering, Chocobo racing, Gold Saucer, etc. We shouldn't have to race to do Alexander or get our faces beat in on EX primals, but the system simply encourages it. Not to mention we want to level other classes as well, but because of that grind to get gear and access all the end game content it gets put into back burner territory. Well, unless someone has like 3+ hours an evening to grind stuff out. I don't think most people working regular hours have 3+ hours a night. Probably 2 hours at max.
1. Horizontal Gear Progression is a bad idea because it'll lead to gear bloat and having to carry a set of gear for every encounter or be kicked from the party.
2. Adding Sandbox elements can work but that mostly involves having a stronger PvP system, a variety of PvP content and maps.
3. Charater Progression can work if you buff the potency of abilities or change their affects.
4. Adding a variety of progression PvP progression like sieges and PvE progression like Assualts in instance map where we take over an enemy stronghold for relic progression. Garrisons an instance map where we can gain PvP rank.
I have to admit that I am a bit disappointed with endgame in Heavensward. It is not bad, but it brings nothing new.
It is hard to come with some new suggestion about endgame content because every time I am trying to come out with something fun, there is that big wall called "server data limit". There are good ideas in some content in this game but in my opinion it always lacks depth.
I would like to see revamped PvP, some large scale community events (not these jokes called FATEs) and stuff with more mechanics than kill, collect, bring.. maybe the ability to build small castle with my FC in instance and then defend it every day against mobs and bosses. But that is impossible while we cannot even give every player a house..
Sounds like you're feeling the same thing as me OP. Started off in 2.0, and just like now, got really bored because there was nothing to really do at endgame besides level up more jobs. But look on the bright side, everything will pick up when 3.1 comes out, just like how 2.1 threw a lot of new stuff at us to keep us going (such as the relic quests).
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