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  1. #1
    Player
    Kirith's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    194
    Character
    Areon Maere
    World
    Ragnarok
    Main Class
    Lancer Lv 22
    The ultimate holy grail of MMORPGs, making grind fun. There are various ways to do it. WoW has a slick battle system that somehow gives the impression skill matters (and perhaps it does). FFXI gave each party member specific roles and vastly different skills based on said roles, so coordination of those roles is what made the repetitive mob battles (sometimes) a little enjoyable. Add the selective linking and agrro, plus the subjob system and you actually had an overall bearable grinding experience.

    Unfortunately FFXV's grinding is simply plain boring for now, so they're adding features to it in an attempt to make team based combat fun. The addition of jobs will perhaps bring back the excitement of FFXI combat, but in my opinion what really has to be edited is mob behavior and AI. Every mob should have a certain range of random actions possible, like attempting to escape, getting hate more easily from healers compared to other monsters of the same kind, etc. It's easy to do and would immediately make combat fun. They already showed they can really affect mob behavior, so this should be feasible. Of course it would take some time, but consider it a suggestion, if any rep is reading this.
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  2. #2
    Player
    Xenor's Avatar
    Join Date
    Mar 2011
    Posts
    1,082
    Character
    Xenor Vernix
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Kirith View Post
    The ultimate holy grail of MMORPGs, making grind fun.
    Why? I'd rather they made the ranking up process so much fun that you didn't see it as a grind. Imagine running a dungeon like Darkhold for example, spending an hour in there and come out with 25k SP plus an item if you're lucky. They should have made that ogre drop 5k SP and Batraal drop 10k. Have half a dozen of these designed for levelling plus other non-grind content and you're on to something good.
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    FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com

  3. #3
    Player
    Kirith's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    194
    Character
    Areon Maere
    World
    Ragnarok
    Main Class
    Lancer Lv 22
    Quote Originally Posted by Xenor View Post
    Why? I'd rather they made the ranking up process so much fun that you didn't see it as a grind. Imagine running a dungeon like Darkhold for example, spending an hour in there and come out with 25k SP plus an item if you're lucky. They should have made that ogre drop 5k SP and Batraal drop 10k. Have half a dozen of these designed for levelling plus other non-grind content and you're on to something good.
    That may sound like a good idea, but would probably end up with players camping the same dungeons over and over anyway. Grinding them. Having dozens of dungeons is like having dozens of grind camps. Boss battles end to be similar if you do a lot of them...
    No, the best solution is still to make the dumbest, simplest mob actually unpredictable in its behavior and uphold party role specialization to the utmost.

    My favorite battles in WoW were the ones were team roles were essential and my favorite ones in FFXI were the ones where the mobs were hard to predict. Goblins in the Valkurm Dunes, Divine Might boss fight. Those are only right directions, imo.
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