Then please watch your writing tone. Terms like 'amused' and I quote:
Leaves nothing in terms of respect for you or your argument.....vehicles....cannot believe you attempted that. *snort* Just...wow.
In fact, every one of your posts in this thread oozes a tone of disrespect and general bile for the developer cycle that I've come to expect from the lowest intellectual common denominator, and the actual CONTENT of your arguments aren't providing much to dispel that, even as you try to dismiss and deny my rebuttals, by which your assessment intelligence should know the intention behind. For example, the Vehicle comment was a highlight to note that the fight mechanics for each fight, regardless if it's Coil, or if it's Alexander plays out differently. The point was that the fights themselves carry the weight and stand alone as different enough to remain entertaining for me. The premise of these Raids do not need to change, in this regard. I feel as if variance is better suited in new systems.
You seem to have no understanding how much work goes into that 'coat of paint' you keep referencing. There was a hell of a lot more work than what you guys are giving credit for, And that's where I'm taking offense.
Now with that out of the way...
I've no problem, zero problem at all, for asking for more variety. Doing it to the tone of insults or making BS comparisons to games that did MUCH MUCH less comparatively incites a violent level of disgust in me. As I have stated previously, my biggest problem with this game is not mechanical. The Developers do their job and do it well - but let's keep in mind we're asking for more when we've already gotten more, even if it is 'more of the same'. That means the same amount of work and care went into it.
I have zero problem with the current endgame format, being released as is. In fact, I would call it a refinement over the original. The token system takes out some of the bad in it for me. The system that separated Savage and Story from the start was a highly intelligent move that provides an easier entry for those who are attempting to get into endgame (Yey for a mechanics preview). And the fights thus far from what I've seen has provided endgame groups with enough challenge to not simply be dominated with ease, providing the challenge they want. Does it really matter that it runs the same format as Coil?
Not to me, speaking purely for myself. It's reminiscent of every Megaman game ever made - and is my favorite comparison of late. I don't care if the 8 robot masters in Megaman (X)4 amounted to the same sort of "Jump, (Wall-jump,) Dash/Slide, Shoot" Mechanics. Most of them were flat out single lines to boss too. (Some variance in later iterations.) I take much the same approach and I'm much happier for it.
That said I've no problem asking for a wider variety of endgame. I want it too. Let's not mistake that. But don't belittle the work done just because it wasn't done the way you want it. That's just plain disrespectful. I'm paintent enough to wait on more variance in PvE content. Perhaps because I've realize that there's already variance in content provided now - if you're the type to delve into PvP (though it still has some really frustrating problems). They did get a new mode and map.
My issue with FFXI comparisons? We're no where near the same development method and path of FFXIV. We can't be, the entire game premise is too different. It's just entirely too different of games. Would I enjoy it if they made a Nyzul-Isle like endgame. Absolutely! That was fun, (in spite of it actually being only 1 map with different walls, with reused mob assets, randomized, with the same 5 or so random objectives - let's be fair, we can't knock Alexander without knocking Nyzule.)
I don't think we can install much variance in the 8 and 24 man Raids as they are. Honestly Endgame deserves more options, not just differing content. The thing that sets me off a bit is that they have a way of making other parts of the game we already have, such as Hunts and Treasure Hunts, relevant to endgame - by making Epic Hunts - it would be easy to design a system similar to the ENM days and tie it to relevant gear, programming wise too as they already have the Duty-Bound Semi-instance and plenty of room in the Expansion Zones to host them.
I'll concede that 3.0, specifically Alexander, did not try to vary the formula. But the point I wish to impress is that while they did not try to innovate, they did try to refine, and I feel they met some success in that manner.
In this stage of the development, it is my expectation that we may receive a new variance of Endgame progression about partway through the 3.X saga. Where is difficult as new systems are design nightmares when it comes to stamping out all the bugs and making sure it's all balanced. But if we follow similar iterations, we're talking mid 3.2. However I'm not hanging any hopes on that.
And, as a legacy player that's supported this game from launch until now. I do not subscribe to the idea that 1.0 is to be counted into the development cycle. If we did, it means we would have to count ARR as an expansion, and that Crystal Tower and Coils, as part of an Expansion. If we're to count that against FFXI as far as development variance, then it can't even compete. FFXI never reset its game. It never needed to. ARR is a hard reset for me.
Sidenote: I like your objectives system. It would work well in addition to the systems we currently have. Though I would like more varied ways besides waiting 4-5 Months for the next 24 man to come out to be able to upgrade Esoterics. Perhaps some due diligance on your objective system could provide an answer to that?
What I would really like is some controlled method of engaging powerful monsters in the open field with a party for gear that could match 8 Man raids. Even if that system is somewhat slower. Right now, the A and S rank hunts are far too chaotic, especially on populated servers.



Reply With Quote







