Results 1 to 10 of 1199

Hybrid View

  1. #1
    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 Velhart View Post
    More raids means more development time/resources. Which means more infrequent updates. Weekly lockouts so people are not getting the better stuff immediately and not burning themselves out.
    Honestly infrequent updates would not be a problem if they were designed to last longer than they are and have a place in future content, rather than being mostly throw-away by the time the next cycle rolls in I mean in regards to WoW when it was at it's high point, wotlk patches were 5+ months inbetween, yet there was enough to do inbetween that kept me interested.

    You'd have daily hubs that;d change over time, a variety of dungeons that kept me interested (especially in regards to the gearing process; heroic dungeon drops were actually relevant for intro end game, rather than being outdone by justice point gear, or our current equivalent of eso tomes)... Here, ever since 2.5, I'd be done with the novelty of the content as early as 5 days (or 2 days in the case of 3.1).

    Mind you WoW had daily lock outs for dungeon and weekly lock outs for currency. Between getting a heroic dungeon drop, getting mats for an engineer to craft my Nesingwary 4000 as my entry level raid weapon, the gearing process kept me a lot more interested than having to rely on weekly tomestones to get my gear...which honestly could be capped in 2-4 days if I was farming EX primals or both 60/ex roulettes. As new raids were introduced, the previous tier raid gear was still relevant (and to a lesser extent, required for number checks) to the current one, and updates to their "tomestone" wouild not completely invalidate the previous tier of raids. I was still using Naxxramas pieces going into Ulduar; there was no better option from the tomestone vendors, but it's not as I needed a full set of naxxramas to be able to perform in ulduar, not unless it was hard mode. It wasn't until Cataclysm they started to decline it by having less content to do at end game (since most of the design of the expansion was redoing the old world), likewise with MoP and WoD is an entire mess of it's own.
    (5)
    Last edited by RiceisNice; 07-19-2016 at 12:19 AM.
    ____________________

  2. #2
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiceisNice View Post
    snip
    FFXIV could definitely benefit from looking at how WoW structures end game content. I won't ever argue that. On the point of fatigue between patches, it was still very much a thing in WoW. I would argue it was actually worse in WoW. Blizzard knew people wouldn't leave and would wait for a patch no matter how long people complained. It is something they have to be more careful with recently, but during the WoTLK era, that was very much a thing. Get 5-7 months into the patch and people come out saying the game is dead and doomed. Then the patch comes and everyone forgets about it till the 5-7 months come again. It is basically a patch cycle.

    More of the point is, you can't beat content fatigue in a MMO no matter how you design it.
    (2)

  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 Velhart View Post

    More of the point is, you can't beat content fatigue in a MMO no matter how you design it.
    You can't, but my takeaway point is that you can design content to be resistant to the fatigue. Even during wotlk with patch fatigue, the subscriptions was higher than ever, and maintained it quite well. The content speaks for itself; Ulduar is still one of the best, well designed raids imo and that has a factor to it.

    Quote Originally Posted by Yurimi View Post
    Most statics that are capable of succeeding would indeed remove someone who continuously falls behind because 1 person shouldnt hold back an entire team. Not saying I support that thought process but it is indeed something very real. it also locks you out of doing content using the PF when most will set it to what is currently considered realistic in terms of gear progression rather than the minimum for the duty as recommended.
    Quote Originally Posted by Genaxx View Post
    Like Yurimi said, a static would kick you. Last time I fell behind because I tired of capping lore I was pretty much locked out from every Ex primal practice group in Party Finder by less than 10 ilvl's. And because of the weekly lock out it took me weeks to get my ilvl up that tiny bit since each gear piece increases it by 1~2.
    Don't stray from the original context. If you're raiding in a static, then you're probably actively playing the game anyway, and the lore cap wouldn't even be a primary concern. However that does root back to the original problem where the only "static raid" we have is EX and savage, the latter being the primary one and thus necessitates the gear requirement, but i digress.
    (4)
    Last edited by RiceisNice; 07-19-2016 at 05:20 AM.
    ____________________

  4. #4
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiceisNice View Post
    You can't, but my takeaway point is that you can design content to be resistant to the fatigue. Even during wotlk with patch fatigue, the subscriptions was higher than ever, and maintained it quite well. The content speaks for itself; Ulduar is still one of the best, well designed raids imo and that has a factor to it.
    Ulduar was most definitely one of the most well designed raids ever made in MMO history. It hit almost every note right. Its a shame SE hasn't really made a mechanic heavy fight like the first fight where you use motorcycles and other vehicles. You could do something like that and mix it in with getting off and performing your tank/DPS/heal checks. Don't get me started on how amazing the warship fight was in Icecrown Citadel, where you were fighting another ship and you lost from your ship getting blown up or your raid group wiped. Had to jump over to defeat mobs/bosses and properly manage your resources and cannons to win.

    I do also want to SE step a bit out of their comfort zone in raids and do something very interesting. Coils had somewhat interesting fights like T1, but now they have become one boss on a circle platform.

    Not saying the fights we get now are bad (well, some are...AS3), but it feels limiting and using Ulduar/Naxxramas/Icecrown Citadel as ways to engage players more than their respected roles without breaking that role and they will have something great.

    I guess we will see if they take that in for 4.0. I wouldn't hold my breath for 3.4 however.
    (7)
    Last edited by Velhart; 07-19-2016 at 05:38 AM.