And that question was?
No that is complexity. Complexity does not equal depth. Not to mention FFXIV has several secondary stats to experiment with and properly allocate to get maximum efficiency. What you have there is being complex for the sake of it without depth added to it. I doubt people of this game will feel like carrying 5+ different staffs for simply an elemental spell or play the gear swapping game all together. Not with a game that focuses heavily on the content being where most of the depth lies. Even when I was deep into FFXI during it's prime, constantly switching between TP gear and STR gear was cumbersome and inventory killing.If you're beating an entire patch of content immediately after its released. Thats instant gratification, similar to tomes are participation trophies. The means to have it right now. People give more value to things you earn, rather than just given. Its a very simple concept. Much like the jobs are a shell of what they could be. XI is the example of job flexibility. This game only has one stat and skill per job, very simple. XI blm for example had int, mab, enfeebling, dark, elemental, pdt, mdb, mnd etc. To be effective in XI you had to have multiple gear sets to be most efficient. Thats job depth. One skill may have a str modifier, while another may have dex, in the same job.
Aquapolis main point is to earn you some money and materials. Materials and gil that can be used to make crafting gear that is good enough to make gear for the next raid tier crafting set, which is extremely desired and makes a major boost to the economy when it happens.Aquapolis is one thing, compared to 15+ pieces of content XI had in the same shelf life. Also aquapolis doesn't drop relevant gear from what I've seen.
Also, for open world stuff I understand, but how does not having to go through DF for instanced content better? The difference is you take 2-3 minutes to go to the NPC to initiate it.
You must not raid if that is your mentality. If both my optimal rotation and the other DPS's rotation are both hindered to do one combined attack, then that sounds like a terrible idea. Especially with how severe DPS checks are on some turns. Needing to completely understand your job and the mechanics given before you are absolutely necessary or have fun dying.The mechanics are all the same from what I have experienced. Move out of orange, hide behid object, run into blob etc. Adding player to player interaction might hinder your optimal rotation, but it would add something different.
24-man content2 ways to get similar gear, all duty finder/instanced, is not variety.
Tomestone gear
Raid gear
Primals
Relic
These listed get you the gear needed to be between ilvl230-240, which is good enough to get you past any content the game offers.
Sorry if you believe the game is simply all about the spoils and rewards, but the mentality to me is getting the content done, and gear is simply a means to accomplish that. I only want the gun a lot so I have an advantage in DPS checks when engaging in 3.4's raid tier content. If your complaint is that there is not enough hardcore content, then you are absolutely right there does need to be more balance in midcore/hardcore, but FFXI's systems are not the solution.
Same as I said above, to gain an advantage in the next tier raid. Novelty of the item does not mean as much to me because I don't really care what outside of my friend circle thinks and I always AFK in the housing area.




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