To Eyervan:
Welcome to the 2010's and the new standard for MMOs. It's been trending that way since the early 20-oughts.
For some reason, game developers found they received more sales/subscriptions using the new standard than they did the old. I'm not sure you could even find a brand-new MMO that would give you that same sense of accomplishment, although I hear that the failed Wildstar (prior to going F2P) might have had the grindy-sense-of-accomplishment features you remember.
I would certainly abandon FFXI pretty quickly (as I did with Wildstar) if it were my brand new subscription MMO of the month in 2016. I don't have time for that sort of thing anymore.
Yeah. I guess it makes sense. However, I do wish they'd cater to diehards rather than people who play for a few months then quit cause they lose interest. Die-hards will spend hundred of dollars/thousands of hours playing your game for years, and casuals will play your game until some new hype game comes out and jump ship. If they really cared about money they'd make more micro-transaction content via mogstation items. Monthy fee's might make you 13-15 bucks per person, but new cosmetics will make you much more and the beauty is, they are optional. I know I've spent like 700+ dollars on Dota2 cosmetics in under a year... <.<
Money talks -- it is infinitely more profitable to make an accessible, easily consumable game. Your diehard hundreds of dollars and thousands of hours are a drop in the bucket compared to what you can make by opening the game up to all types of players. The "glory days" of hard MMO's from 15 years ago are gone, and will not return because money trumps all.Yeah. I guess it makes sense. However, I do wish they'd cater to diehards rather than people who play for a few months then quit cause they lose interest. Die-hards will spend hundred of dollars/thousands of hours playing your game for years, and casuals will play your game until some new hype game comes out and jump ship. If they really cared about money they'd make more micro-transaction content via mogstation items. Monthy fee's might make you 13-15 bucks per person, but new cosmetics will make you much more and the beauty is, they are optional. I know I've spent like 700+ dollars on Dota2 cosmetics in under a year... <.<
Also having a ton of micro-transactions in your game to access full content is widely despised by many players and has been part of the reason this game has been a success on the sub model, by not providing special perks to those who want to pay for them.
Last edited by m3eansean; 01-30-2016 at 09:04 AM.
I guess you haven't tried Titan Extreme via Duty Finder lately.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
Agree with this. What it needs to fix the over-simplification isn't changes in the fights themselves (or most of them anyway), it's improving level sync and item level sync. There's enough challenge there already if your whole team is on-level and in on-level gear.
Nope. There are too many of us who only want to play Softcore. Making everything hard will cause unsubscribers.Or: Gordias Savage.
In all seriousness, the game does need to be just a bit more difficult, but the ease we see now is mostly because we're all grossly overgeared. I remember harrowing fights against that there dude in the Fractal Continuum, uhh... what's his name... Phantom Ray, because we weren't overgeared and so DPS wasn't high enough to down him at 1-2 damage up stacks. I've also utterly failed in some low-level dungeons, like Aurum Vale, because the healer wasn't in level-appropriate equipment and couldn't heal though the first freakin' boss. The only thing that was really disappointing, difficulty-wise, in 3.0 was the Knights of the Round fight (of all things!).
... XIV might not be balls-hard like old-school MMOs were, but difficulty is there for people who want it.
Or maybe pull a FFVIII where enemies scale based on your Level, in this case, total group's average Item Level.
Last edited by Jim_Berry; 01-30-2016 at 09:18 AM.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
I'd like it if open world enemies were a bit harder... And if there were open world quests where you had to party up (or be very overleveled) to kill strong monsters. Honestly one of the few things I miss from older MMO's were open world quests that you actually needed a party for because the monsters were that strong.
I personally don't really see the point in leveling taking longer. Like if the game wasn't all about being at the cap and only the cap I'd say we should level slower. But you can't really do anything except level until you're capped when you're below level cap and do MSQ that are at your level. The game honestly is all about endgame and pretty much any content coming out will require you to be level capped.
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