I have enough anxiety as it is, so NO THANK YOU.
I still get flashbacks of trying to get back to Kazham after exp parties in the jungle from XI!




I have enough anxiety as it is, so NO THANK YOU.
I still get flashbacks of trying to get back to Kazham after exp parties in the jungle from XI!



They'd do it for this mysterious thing calledfun
If people truly want fear from a video game, then try out Dwarf Fortress. Just wait until your master stonemason gets into a "mood" but can't find all the necessary supplies he needs. Then you'll know true fear. And "fun" too.
Last edited by Quor; 04-29-2016 at 05:56 AM.



No, it doesn't. There's just a huge difference between gambling things with risk for the chance of earning something and throwing away your gil for absolutely no reason whatsoever. It's not so black and white as you're making it. If they gave random rewards for doing very little, I wouldn't be interested in the content because it would be boring. It's not JUST about the rewards.
Last edited by WinterLuna; 04-29-2016 at 08:49 AM.



Yes it does.
Enjoyment is an intrinsic reward. If you enjoy risk, the risk alone would be rewarding for you.
People will be willing to do something if the reward is greater than the cost/effort.
Policing/Creating risk oneself requires a very low amount of effort/has a very low cost.
That logically means that if you are not inclined, the innate enjoyment of risk needs to be very low, because it does not even outweigh the very low cost of policing yourself. Therefore, you need additional rewards to compensate. Simple logic and the reason why we need rewards for all our beloved repetitive tasks - as compensation for the constantly decreasing innate enjoyment during repetition. This is also why Savage is so unpopular - large cost but very small innate value plus no overwhelming compensation. I rest my case.


So you'd rush into a beastmen stronghold even if the monsters gave you no Xp whatsoever, with no quest to do there and nothing to gain except being killed, just of the thrill of battle ?
I really doubt that.
And the community, as a whole clearly won't enjoy it, since they always focus on the fastest way to gain the most reward.
Last edited by Reynhart; 04-29-2016 at 04:03 PM.
I know I'd be one of the first people in there trying to map every nook and crany of the place.
Part of the fun is exploration that isn't handed to you on a platter, bits of lore and story hidden in the back corners of the most dangerous reaches of the realm. Amazing sights to behold after sneaking your way past a veritable mob of enemies who could slaughter you with a mere look.
Also why wouldn't they implement usefull things into these zones? Group based quests for key story items, god forbid we cooperate outside of a instanced duty finder though right?
In FFXI the beastmen strongholds and other extremly dangerous areas were used for many things.
- Trasure Coffers for unique loot
- Notorious Monster hangouts
- Place to seat the most powerfull leader of the tribe who was actually something to be feared.
- Entrance to instanced fights, think of it like doing your dungeon run and only going into a instance to fight the boss instead of the entire place being one big tube you get funndled into.
Among various quests, main story and side quest alike. The game gave people reasons to be in these areas and all the tools to accomplish their goals, that's part of being a game, having challenges.
If the developers designed everything around this communities mindset we wouldn't have alot of things.
Last edited by Jynx; 04-29-2016 at 04:16 PM.



Risk and reward in video games is genuinely different from being a daredevil (which is basically what your saying those who want risks are). When players decide "Hey! I'm gonna do a no master sword run in Legend of Zelda!" That's creating a challenge of your own, being daring, its not the game offering it to you. Anyone can do that in any game. Its a shame people have to be specific around here to run into people like you just to knock down an idea because it'd make your fingers hurt or take too much of your time playing an MMO. Either that or the obvious trolls roaming the forums.
~Risk in battles and areas made by the dev team members should be challenging to the player. The game currently is very merciful to us (aka treating us like babies) allowing ventures into areas of highlevel mobs you can simply run away from or avoid all together. Triumphing in one challenge should reward the player with another or an item for they can use to overcome another challenge. Currently the game does neither of these as the challenge is in the players vigilance and time management (Tomes and weekly limits) rewarding the player with requirements to progress through group content the players are familiar with. Savage modes and extreme modes are challenging, sadly they hold nothing of value other than glamour since their is no stat diversity or abilities from other items and the item levels are nothing greater than the gear you get with tomes. We may have Sephirot EX weapons but there's really no reason getting them if you can beat just about any dungeon or challenge with the tome weapons making the reward lack luster in light of the challenge.~


Reward
Reward
Who drop great loot, so...reward
Instanced fight that you do for loot, so...reward
So basically, the risk alone is not rewarding enough.
Everyhting no, but you can be sure than no open world content will catter to only a small fraction of the community.
What the game could and should do is increase the tome, gils and Xp reward when you select the minimum ilvl sync.
Last edited by Reynhart; 04-29-2016 at 05:33 PM.



Savage and content with a risk factor are two completely different things and both enjoyable in completely different ways, so no.. you don't rest your case. You're comparing things which have barely any similarities whatsoever.
People enjoy gambling, but would they go to a casino and gamble all of their money for no reward?
It's not "you either enjoy risk or the reward". It's a combination of both. I don't know why this is so difficult to comprehend. With your logic, let's just remove dungeons and raids altogether and hand out free tomes and loot because all people want is the "reward".



This. People come on here demanding people be specific with what they want before they'll even consider giving you a proper response and then when we do, it gets shot down with "create your own risk blah blah blah" or "you obviously don't want risk you just want rewards!"
It's like people are afraid of SE adding this content with rewards because individuals aren't interested in risky content and don't want to miss out. It's even funnier that we've established this can be completely optional and people are still trying to argue against it for whatever reason they can think of.
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