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  1. #1151
    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 Claymore65 View Post
    That said, it would make a lot of sense to include more unique phases and mechanics in the savage mode of the raids. I also believe the rewards for it need to be adjusted and changed. They need to at least have unique models for equipment, though I'd like to see them have some special stats or at least a higher ilvel jump. I just think removing Story mode raids entirely would be a huge mistake.
    I think Savage does that for the most part. Two extra panels to deal with in AS5, jails to deal with in AS7, and a whole new form at the end of AS8. Making the gear dyable in Savage to me is fine. My issue is on a gear design standpoint is while the gear does not look bad necessarily, it does nothing to stand out from other gear. For FCoB, that Bahamut gear. You knew without a doubt that was raiding gear. It's design was over the top, but you never seen something like it. Design team needs to use that as inspiration for future Savage gear.

    For story mode, it is understandable why it is there. The argument I give is that very same content should not exist in the expense of the content's intended audience, which is midcore/hardcore. Which was awfully balanced in 3.0, and rocky in 3.2. The influence to raid has dropped since there isn't really a working point towards it. At best you have trials. Not to mention, the story mode content becomes dead really quick once people get what they want from there. Which is basically less than a month. Getting instant satisfaction as opposed to my idea above that lasts the long run and balances out the content on all three levels of play. Midcore audience seems to be getting hit the hardest in SE's approach to content.

    Quote Originally Posted by RobbieH View Post
    They still spend resources on raids, they're just doing it wrong.

    Also the resources excuse is too used by now, first was the small team excuse, now it's the money excuse, i see excuses everywhere and zero improvements.

    Maybe it's time SE invests more in the game.
    Read what Claymore65 said. He explained very well why there is no such thing as "magic resources". Please understand how development works.
    (1)
    Last edited by Velhart; 07-18-2016 at 11:50 PM.

  2. #1152
    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.
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  3. #1153
    Player
    Thayos's Avatar
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    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Funny that SE just gave us an awesome 24-man raid, and people are complaining about "throw-away" content.

    I'm not too crazy about the leveling dungeons in this patch, but dang. People need to chiiiiiiilllllllll.

    This game has so many dungeons and raids that people enjoy doing. It is too bad though that SE doesn't install true difficulty modes with the various raids to make them more accessible to people who can't play enough to be in statics.
    (1)

  4. #1154
    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)

  5. #1155
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    the content in FFXIV last next to nothing , i did the new 2 dungeons once... after that outside the armor that drops for glamour i have no reason to go there , lore? for what? an alt class i will play once in a blue moon?

    i only log to raid ,i tried to level crafting and gathering but ugh , this 2 disciples push me out of the game even more than any other thing , gathering isnt that bad , but being there at the right time , and the minigame isnt enjoyable , crafting? only thinking about it make me want to uninstall FFXIV , i guess different ppl like different things...but how ppl can "enjoy" crafting is beyond me...

    uhmm PVP ...lawl ok next PVE ....dungeons like i said meaningless , 24 man raids 1 time a week... 8 man ? meh , once a week if that... trials once killed and u get the weapon u want , done...

    content live in FFXIV is what? 1 week top? and patches come every 3 months...we need content that can be fun or last more than 1 month... Savage is the only 1 and because is hard , and even then once u have it on farm.... (we clear the first 3 turns in less than 1h...so once we have a8s on farm is log in on reset day clear and log out only to come back next week) feels like first coil to me

    so who is happy? raiders arent , midcore raiders dont even exist because there is no content for them , casuals , do what? repeat the same 2 dungeons? , crafters dunno , but i see ppl talking about macros and avoiding the minigame with that so why exist in the 1 place? to annoy new crafters?

    /rant off
    (14)

  6. #1156
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    the content in FFXIV last next to nothing , i did the new 2 dungeons once... after that outside the armor that drops for glamour i have no reason to go there , lore? for what? an alt class i will play once in a blue moon?
    This kind of goes back to how I think some people are having an identity crisis re: their places in this game.

    FFXIV was redesigned to be a game that didn't require being treated like a second job. The concept was something that busy people could sit down and play during small amounts of free time and still get things done. Mission accomplished. That's why so many people like myself have been able to find so much enjoyment in Eorzea.

    On the other hand, people who want that MMORPG experience where you can spend hours per day working toward various goals are starting to realize this game will never provide that... and that's frustrating for them.
    (7)

  7. #1157
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Honestly the game feels like a job because of the sheer repetitiveness of the content; I felt like I was only doing the roulette a for a time out of obligation to get lore (which I don't even need or want because I'm not raiding anymore). There's nothing interesting to do in those smal bursts
    (14)
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  8. #1158
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    What this game needs is a bigger reason to do the "work." My enjoyment of the game has honestly gone way up over the past couple of months, and really the only difference was that a group of us in my FC started a "busy adults weekly content static." We're staying out of savage, but we're all working toward beating the primals that were just way too difficult in PUGs. Took has five weeks (two months considering we missed a few weeks) to beat Thordan Ex. Just having that static to look forward to gives much more purpose to grinding out those tomes.

    I've said repeatedly that this game's biggest problem is having an endgame scene that's out of touch with how the rest of the game is designed. If SE made true endgame more accessible to people who didn't have statics then grinding tomes would make much more sense in the "day in the life of" an Eorzean.
    (4)

  9. #1159
    Player
    Genaxx's Avatar
    Join Date
    Jun 2014
    Posts
    671
    Character
    Dirty Paws
    World
    Raiden
    Main Class
    Bard Lv 90
    Quote Originally Posted by Thayos View Post
    FFXIV was redesigned to be a game that didn't require being treated like a second job. The concept was something that busy people could sit down and play during small amounts of free time and still get things done. Mission accomplished. That's why so many people like myself have been able to find so much enjoyment in Eorzea.
    It's the complete opposite for me.
    It feels like a job, everything is a chore, I have to meet quota's for the week otherwise ill fall behind. I've had to run weeping city about 20 times this week just to get gear for this week, which I still haven't got yet. I can't do stuff when I want to because im constantly on a clock.
    (8)

  10. #1160
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    It feels like a job, everything is a chore, I have to meet quota's for the week otherwise ill fall behind. I've had to run weeping city about 20 times this week just to get gear for this week, which I still haven't got yet.
    This right here is kind of my point.

    I honestly don't think the developers ever intended for players to want to run the same piece of content 20 times per week. I think they made it more for people like me who usually just do it once or twice per week. And if I don't get a piece of gear from it, well /shrug. I cap lores anyway, so gear drops from 24-man raids are essentially just bonuses.

    So this game clearly needs some new types of content that can make players like you happy. But SE should spend its resources on content that's accessible by people who don't have time to commit to statics -- that way, most of the game's playerbase would be happy! And I really believe that's what the Diadem was intended to do, except SE just completely dropped the ball.
    (3)

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