And that's why we'll probably never get complex dungeons or the like. Everyone wants to do things as fast as possible and will take the shortest route to get there, which is why a lot of people hate the newer dungeons having speed bumps.
That's the issue someone in another thread brought up though, the game itself and the way it's built with a weekly lockout encourages rushing because otherwise you'll fall behind.
How exactly does a mechanism explicitly designed to prevent the top tier players from being too far ahead encourage rushing in any way?
Flying
3 new classes
max level increase with everything that comes with that.
red scrips
blue scrips
aetherial nodes
legendary nodes
Seal Rock
new pvp levels, gear, skills.
Master crafting III books
A/S/B ranks with ranks 1, 2 ,3, hunting
Large scale leves
Ishgard and all the new zones
20 new triple-triad cards and another rank i believe (can use 4, 4 star cards)
what else? I'm sure i'm missing some things.
I know theres still a few having fun but on my legacy server more and more of my friends have left or gotten bored to the point of only doing eso, sometimes not even that. I take things slowly I don't rush because I know patches/expansions are never as big as people seem to think they will be. However I am also growing bored even going slowly. It's not a issue there is no content but that it follows too closely to the -same- content every time. New dungeon new law/eso/tomestone, new primal, new coil. By doing what worked to remain safe they are essentially boring the people by just doing the same game plan over and over with small adds(flying) Scrips though seemingly broken according to other posts and reads are a small step in a different direction(though still very tomestone like) but a bit closer to FFXI Daily guild items for cool things/ability's. Now I'm not saying This is a bad game by any stretch, I'm saying by doing whats safe because it worked once isn't listening to the people(as said in the AWESOME new event rising) and doing what's safe which is essentially boring the mass(myself included) Though I am personally enjoying the game -hate hate HATE- the dungeons and the fact I'm forced to dungeon to get things done. Ok there's pvp or aloootttt of alex normal you can do to avoid redoing the same two dungeons over and over but very slowly. Now I know people are gonna hate this once upon a time I agreed I didn't want a FFXI-2 but the more were going down the road in this game the more I want to change my statement to a "I very much want FFXI-2 with a bit more casual friendly atmosphere then xi did pre abyssea". I spent 9+ years there and never ever got half as bored with the way of things as I do here. I think that's what a lot of people are complaining about.
(though these opinions are my own I just want to quickly point out to those checking lodestone profiles to say "Hey! you barely touched things how do you know!" I actually play three different characters and know of what I speak, thank you.)
Last edited by Kyri; 09-14-2015 at 05:16 AM.
Here's a good reason to fly you don't have to worry about every mob hurling "heavy" poo at you when passing by. Just saying that in it self is the best reason to fly. Heavy is so annoying especially when you are trying to get to a mnr/btn node that is about to time out... I really hope they put flying in the ARR zones in a later patch.
Last edited by Astral145; 09-14-2015 at 05:23 AM.
Were numbers invented or discovered? How many Moogles does it take to make Kuponut rum? Answer: zero... They will give you a quest to make it.
Because if someone who doesn't have the time to play, for A or B reason din't play for say 3 weeks, they fell behind the rest of the players on a weekly cap wall trying to catch up, they will be unable to catch up as fast because they are behind a 450 weekly cap, and will probably not be able to get a static or group to progress, anyone who is trying to progress through savage and din't get to clear up one area for a week, they are also falling behind in progress due the weekly cooldown and will not get a gordian page.
You speak like the bolded things don't sound more like a free patch than an expansion or like some are even relevant or aren't forgotten, some are not even really used like at all like "Large Scale Leve battles", the scripts the currently most hated new thing for crafters since Heavensward, and another reharshed terribly done mechanic that the majority of the population have been complaining in the way it's been executed which is hunts. If the non bolded parts weren't there I would almost trully think this is just patch.Flying
3 new classes
max level increase with everything that comes with that.
red scrips
blue scrips
aetherial nodes
legendary nodes
Seal Rock
new pvp levels, gear, skills.
Master crafting III books
A/S/B ranks with ranks 1, 2 ,3, hunting
Large scale leves
Ishgard and all the new zones
20 new triple-triad cards and another rank i believe (can use 4, 4 star cards)
what else? I'm sure i'm missing some things.
Last edited by Evtrai; 09-14-2015 at 06:53 AM.
Players who don't meet the weekly cap are permanently behind players that do meet the cap in terms of gear progression. It's not really a reason for rushing dungeons more so than a reason for running dungeons too much, which in turn makes people want to rush them to get through the weekly slog faster.
Even if they wait for the next patch that removes the cap, they will end up spending more time running dungeons than those who already have the old set because they would have to pick up the old set from older content, possibly putting them behind on whatever the new weekly currency is.
I think the player reaction generally shows people like the Heavensward story, but not the underlying dungeons. The Aery, for instance, is designed with the same kind of thinking as Neverreap and Fractal. The one thing the Aery had that the later two do not is that it is a story set piece. When I was tanking, I became pretty annoyed at rerunning the Aery for a vanity set just as much as I was annoyed at running Neverreap and Fractal as a monk.
I can't think of a single memorable experience (in terms of combat) from a single one of FFXIV's dungeons. In contrast, I can still recall running various dungeons in WoW, FFXI (open world), and The Secret World. It's as much a problem of the one-shoe-fits-all combat leading every battle to play the same way as it is the dungeons being one long hallway. Every group of enemies is virtually the same kind of threat we faced in the dungeons that came before. If the experience of running the dungeon isn't worth it, the only things left are the gear drops and tomes.
Last edited by Fendred; 09-14-2015 at 07:58 AM.
I see, so people who are trying to keep up with the Jones have to rush to keep up with highly subjective and utterly baseless measures of progress?
All I can say is that this is yet anorher self inflicted wound. Ever since I stepped off the gear grind treadmill I have enjoyed the game far more. Perhap you should all do likewise. Chasing such imaginary progress targets is like chasing the wind.
Again, what are you to do besides this "gear threadmill" when the game is build around it with it's ilvl and quickly releasing and dumping equipment so fast, redo the content that no one is doing? level all the jobs to 60?, run Bismark and Ravana that also barely anyone is doing? the chore that has also become crafting? farm glamours?I see, so people who are trying to keep up with the Jones have to rush to keep up with highly subjective and utterly baseless measures of progress?
All I can say is that this is yet anorher self inflicted wound. Ever since I stepped off the gear grind treadmill I have enjoyed the game far more. Perhap you should all do likewise. Chasing such imaginary progress targets is like chasing the wind.
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