I don't think I've ever played a MMO that I didn't eventually get burnt out on. :l It's only natural to eventually get bored of playing the same thing everyday. Also there is more to do like the gold saucer and leveling other classes/jobs.>_> What also helps is when a game actually has variety in stuff to do, rather than "get on, cap tomes, get alex loot, log off".
MMOs used to have plenty to do to keep you busy, forever, without getting burnt out or taking 2-3 month long breaks. Now they've turned into Facebook/mobile games where you can only do so much before you have to wait a week.
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.
The best advice I can give in these situations is don't do what the game has to offer as fast as you can. You're going to run in to that boredom a lot faster if you just blow through what the game has for you to play. What I found to keep me interested is I practice at roles I haven't had as a main in the past. Granted, it takes me longer to max out a job than most people, but my playing experience has had longer legs than others as well.
Also, and I know this is going to seem weird for an mmo, but there are people playing the game at the same time as you. Just start a conversation in shout and have some fun talking to other people instead of just running through the dungeons as fast as possible.
It's kind of sad that the expansion has only been out a month and a half and there is a semi serious discussion about being bored and a lack of content.
It's really not the lack of content that's the problem. There's plenty of content to do, and plenty of motivation to do so. However different strokes for different folks guarantee that some people are going to be bored no matter what they do."Players get bored when they run out of content (and this can mean hitting a brick wall in addition to just completing everything). Content doesn't mean something they could theoretically do just for the sake of doing something. It means something they are motivated to do. Some players might have fun completing every single quest, but that doesn't mean it counts as content for everyone."
GhostCrawler - World of Warcraft former lead developer.
It's not on the game developers to follow only one subset of the playerbase's motivations. They have to play the numbers game and appeal to a broad sense.
So in this particular case - there are questions to raise as to the motivations and the content of the game from the perspective of the player making the complaint. If they're only interested in casual dungeons and raids, did they do their Alexander normals? Cause at that point, the number of accessible content just shot up from 2 dungeons to 6, albeit 4 are on a weekly loot lockout. But if that player also does not mind PvP, that went from 6 possible instances to 9, counting Capture and Slaughter Separately. (or 7 if you're just counting the one new mode in Seize) And Frontline Roulette is Daily.
See where I'm coming from? All of that rewards progression. All of that is content to do that's 'fresh'. It may not be a brand new system (Aside from Frontlines: Seize) but content that matches the motivation is there. It's just not being experimented upon.
Now, if we're talking new spice for content coming up. One thing I would actually recommend for SE to consider to help slow down the burnout factor, is to start having dungeons with Variables to them. Something like Fractals could easily have randomized paths through the dungeon or different monster/boss spawns. That sort of minor variance would allow for far more fun enjoyed in the same number of dungeons produced, which would help stem the tide of boredom on repeated content.
Overall it would be really nice if we got a "Rouge-like" Dungeon setup for entertainment and grinding.
Its been coming up repeatedly. And id say its been around for a while. But while msq brought a reprieve from it, the lack of selection in roulette ex, the screwed with crafting and gathering, and in an ironic twist, normal alexander caused the problem to surface.
Im not saying getting rid of normal alex is the solution, im saying that normal alex shed light on a problem that already existed. One that people hoped HW would remedy by virtue of being "an expansion" as opposed to "the quarterly version update", they wanted something new awaiting them at msq's end, and a lot of people didn't find it.
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 something was still missing with HW's endgame. Some of the complaints state they are back to doing the same thing in 2.0 as they were in 3.0.
Last edited by Kallera; 08-13-2015 at 02:41 AM.
I find it odd that Alexander Normal is being listed as a fault here. It's actually been a benefit for me. The normal version expanded what the average player could do in the course of a week's play beyond what would normally be done this content cycle.
As far as "There's nothing new at the end." Well, the expansion covered the level climb. That's patch one of the expansion. The problem is people are considering each patch something completely separate from the original design, and not as a part of it. At this point, the Expansion has barely begun. We haven't seen but its first part. Seeming that part covered 10 levels of content, 8 new dungeons, several new zones, etc. That's quite a bit.
Similarly, a Realm Reborn can be seen as the entirety of the 2.x series, rather than just its first patch.
So, from that perspective, I'd say the player-base is being rather unrealistic in their expectation. Now, if their argument were to say they would have preferred a delay on Alexander in trade for prioritizing the release of new content - that sort of argument I could get behind. But to say there's nothing new in the entirety of the expansion is just disingenuous.
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.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.
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