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  1. #1
    Player
    Whocareswhatmynameis's Avatar
    Join Date
    Aug 2014
    Posts
    808
    Character
    Fate Bringer
    World
    Behemoth
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by ZeiZee View Post
    Something to this effect but then we have to cater to the masses don't we? People would probably complain about something like this. Everything is to streamlined, there is no wow I got this or that.
    I definately think this is one of the biggest problems with MMOs today... There are no byakko's haidate or ridill equivelants in MMOs anymore... Once MMOs started handing out "epics" with no effort, a lot of the motivation to keep plugging away at MMOs was lost... It's not neccessarily a FF14 problem but problem for the whole genre... Now MMOs are just becoming things you jump in for a month or two and move on. I definately see this happening a lot in FF14, especially in Heavensward.. people love the game.... for 3 months... then move on to something else. Level boosters will only make this problem worse, not somehow flood the game with awesome new players like people seem to think.

    I doubt Legion or 4.0. will be any different.
    (2)
    Last edited by Whocareswhatmynameis; 07-16-2016 at 11:37 PM.

  2. #2
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Whocareswhatmynameis View Post
    I doubt Legion or 4.0. will be any different.
    Funny thing is that the WoW devs already admitted that the artifact system they are releasing in Legion will just be thrown away in the following expansion.

    The main issue is that many devs in general dont believe in persistent content other than your levels, probably because building upon something continuously requires quite a lot of fore thought like it did in XI. People can QQ about the content in XI and how it wasn't as replace-ish as it is with say XIV but if you think about most of the expansions, they worked in harmony. Even the newer stuff added to a degree works the same way even though they seem to have gone a bit overboard with it more and more.

    Quote Originally Posted by Zojha View Post
    The alternative is randomizing encounters - in which case, you need to ensure every possible combination is still clearable which in turn means the mechanics themselves need to be much more lenient. Basically, a tank buster can't require cooldowns to be used to make it through it if the cooldowns might not be available for the next. A telegraphed AoE needs to give you enough time to dodge it even if another ability just forced you to the far end of it and you need to run the full distance. And on the flipside, what is meant to be a challenging fight might become very easy because you got a lucky combination. You can't really make bosses do something they're not programmed to do either. And the trinity further works against more chaotic fights with its natural tank&spank design.

    So...I could see some practical issues with that.
    As for a response to this, that alternative does fall within the confines of how the devs have currently set up the systems in the game. TP in XIV is nothing more than a resource that players spend, whereas in XI it was a resource both you and the monster built which could greatly affect fights that lasted a long period of time. Then you have the enfeeblement system in place with XI which is not present in this game which is a big shame imo. It made it easier for XI devs to just release crazy mobs that had to be controlled by the player through paralyze/slow/etc if they wanted to stand a chance. Then you had to monitor how many dps were on the monster otherwise it would go ape depending on the mob. Of course there were patterns but the TP system could add things if people weren't paying attention to their roles. Which of course is another thing that this game honestly lacks, roles. Everyone is a one man army and barely synergizes with each other unless you count on a drg giving piercing resistance down to a mob for brds/mchs. There's no true skill synergy that can greatly influence the outcome of the battle. The only thing that determines that in this game is your rotation and how well you can handle disconnects.
    (4)
    Last edited by KitingGenbu; 07-17-2016 at 12:09 AM.

  3. #3
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by KitingGenbu View Post
    The main issue is that many devs in general dont believe in persistent content other than your levels, probably because building upon something continuously requires quite a lot of fore thought like it did in XI. People can QQ about the content in XI and how it wasn't as replace-ish as it is with say XIV but if you think about most of the expansions, they worked in harmony. Even the newer stuff added to a degree works the same way even though they seem to have gone a bit overboard with it more and more..
    To an extent. When you do content like this for an entire expansion, it probably won't be thrown away for a few years because it's a persistent design throughout (for better or worst). Legion artifacts and WoD garrisons for example.

    In our case...our throw away content is within the patch cycle and honestly feels like they have no direction and a waste of development time; look at our frontline maps, LoV, Diadem (until further notice, we're looking at 3.4 before we finally get new additions to it), and aquapolis.
    (2)
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