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  1. #1
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    Quote Originally Posted by Reaperking386 View Post
    snip
    The way people play, the only way to "maybe" keep people happy is to pour out fresh content every week, which, let's be honest, is a tremendous amount of effort and money on their part, if at all possible. Content is steady for an MMO, you bring content and drag it out as long as possible, untill next patch,

    You're not going to make everyone happy, No matter how hard a company tries. the game is doing well, so it already speaks for it self. But you'll get topics like these saying "i did everything i wanted to do, so i'm bored, this sucks." I can guarantee you someone who only logs on to cap tomes per week then log off till reset is the person who will get bored the fastest.
    (0)

  2. #2
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    Reaperking386's Avatar
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    Ertai Spelldragon
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    Dark Knight Lv 90
    Quote Originally Posted by Blood-Aki View Post
    snip
    That's not the problem. The problem is still that there is nothing NEW in Heavensward that has already been introduced in ARR. HW has no identity from the original game. It is the same everything with only 2 dungeon and 2 twin raids at the moment. Everything else is ARR content that has been extended out to HW, so it is understandable how people are getting bored real fast. I would agree with you if they did invite new ideas into HW for endgame content, but they didn't. In future patches there may be new ideas for HW and it could get better.
    (8)

  3. #3
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    Quote Originally Posted by Reaperking386 View Post
    That's not the problem. The problem is still that there is nothing NEW in Heavensward that has already been introduced in ARR. HW has no identity from the original game. It is the same everything with only 2 dungeon and 2 twin raids at the moment. Everything else is ARR content that has been extended out to HW, so it is understandable how people are getting bored real fast. I would agree with you if they did invite new ideas into HW for endgame content, but they didn't. In future patches there may be new ideas for HW and it could get better.
    WHat exactly were you expecting? The story is the Indentity the reward system is the same because that is how this game has progressed. you expect them to remake the game like 1.0 from the ground up on every expansion? that probably wouldn't work out to well.
    (1)

  4. #4
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    Reaperking386's Avatar
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    Ertai Spelldragon
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    Diabolos
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    Dark Knight Lv 90
    Quote Originally Posted by Blood-Aki View Post
    WHat exactly were you expecting? The story is the Indentity the reward system is the same because that is how this game has progressed. you expect them to remake the game like 1.0 from the ground up on every expansion? that probably wouldn't work out to well.
    I expected something new. I expected something to do on the side that Hw can call its own. I am not asking for a rework of the concept of progression. I am asking for something that stands out from ARR that gets players to do something while they wait for Alex or tokens to reset. There will be more stuff introduced later patches, I know, but having only 2 dungeons, 2 primals, and 2 twin raids is not enough for players for +4 months. Primals? cleared in the first week and later cleared by the majority in 3 weeks. token grinding? not bad, but boring if it is 2 dungeons the entire time. Alex normal? cool, but ruins my appetite for savage. Crafting? reward is bad for the work put in for scripts. Gathering? pointless if you don't have a crafter to improve on. Everything else? That is ARR and I have done that

    That is the mindset of a bored person at the moment. That is why they are not motivated.
    (12)
    Last edited by Reaperking386; 08-13-2015 at 03:54 AM. Reason: grammer

  5. #5
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    Hyrist's Avatar
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    Lin Celistine
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    Dragoon Lv 90
    Quote Originally Posted by Kallera View Post

    I wanted to avoid that misconception. Its an improvement I agree. What im trying to say is that alex is not part of the problem, but it made people aware another problem existed with endgame.

    Ok then. But here's the issue.

    Let's take it as a granted, for a moment, that entirety of what we received was the maximum amount they were able to give us for the timeframe.

    In terms of improving delivery on the first patch of the expansion, what do we take away, to add to what we have?

    It's clear that SE made the design decision to start the expansion by covering their bases. With the exception of the 24 man Raid, which has a set place in the content cycle, all the systems that needed updating were updated. Let's list out all we got for a moment.

    Zones
    Storyline (including several combat instances)
    FATE System - (Including Special Fates with unique drops)
    (Temple) Leve System (includes large scale leves)
    Leveling Dungeons (6)
    Storyline Trials (3)
    Hunts (Sustainable up to and including entry level Endgame)
    Treature Hunts (casual venture)
    Airship Ventures
    FC Crafting
    Tomestone Dungeons (2)
    New PvP Zone/Mode (1)
    New Crafting/Gathering Grind
    Alexander Normal
    Alexander Savage

    To add more endgame 'new' something of the above needs be sacrificed.

    The question I pose is, do we push back work on something like Alexander, our highest progression aspect, to release a new system that may not be the highest accessible gear in a patch cycle?

    Ideally to not insult or hurt another play-style, something of endgame has to give to give something new to endgame. Otherwise you're going to have a different segment of players argue against it. But I'm willing to hear suggestions from around the table.
    (0)

  6. #6
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    Eisen-Zorn's Avatar
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    Daeya Star
    World
    Sargatanas
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    Dark Knight Lv 84
    Quote Originally Posted by Hyrist View Post
    Ok then. But here's the issue.

    Let's take it as a granted, for a moment, that entirety of what we received was the maximum amount they were able to give us for the timeframe.

    In terms of improving delivery on the first patch of the expansion, what do we take away, to add to what we have?

    It's clear that SE made the design decision to start the expansion by covering their bases. With the exception of the 24 man Raid, which has a set place in the content cycle, all the systems that needed updating were updated. Let's list out all we got for a moment.

    Zones
    Storyline (including several combat instances)
    FATE System - (Including Special Fates with unique drops)
    (Temple) Leve System (includes large scale leves)
    Leveling Dungeons (6)
    Storyline Trials (3)
    Hunts (Sustainable up to and including entry level Endgame)
    Treature Hunts (casual venture)
    Airship Ventures
    FC Crafting
    Tomestone Dungeons (2)
    New PvP Zone/Mode (1)
    New Crafting/Gathering Grind
    Alexander Normal
    Alexander Savage

    To add more endgame 'new' something of the above needs be sacrificed.

    The question I pose is, do we push back work on something like Alexander, our highest progression aspect, to release a new system that may not be the highest accessible gear in a patch cycle?

    Ideally to not insult or hurt another play-style, something of endgame has to give to give something new to endgame. Otherwise you're going to have a different segment of players argue against it. But I'm willing to hear suggestions from around the table.
    The developers said that Heavensward would almost contain the same amount as A Realm Reborn. When you look at it, they gave us a comparable amount of content to that of A Realm Reborn.

    Remember, A Realm Reborn is only what was included in 2.0. The content updates after 2.0 were not technically part of the A Realm Reborn story.

    Those were:
    - 2.1 A Realm Awoken
    - 2.2 Through The Maelstrom
    - 2.3 Defenders of Eorzea
    - 2.4 Dreams of Ice
    - 2.5 Before The Fall.

    That is an entire year worth of content on top of the original game released at 2.0. Heavensward was meant to be comparable to 2.0 and only 2.0. When you look at what we were given, they've given us what they promised.
    (3)