I would like a more horizontal progression with more interesting (special) stats.
Thats what i loved about FFXI.
In current FFXIV, gear is getting obsolete too fast. It's frustrating and boring.
I would like a more horizontal progression with more interesting (special) stats.
Thats what i loved about FFXI.
In current FFXIV, gear is getting obsolete too fast. It's frustrating and boring.
.
What exactly is 'too fast'.
A Niddhog weapon (which is a filler one) lasts for 3 months, a 240 relic can be used for almost 5 months before you upgrade it again.
Lore gear will be replaced with new tomes after roughly 8 months.
I think I'll never get this 'gear changes too fast'.
How do you get new players into hard content, as soon as having left and right side in full uberduber 100 month lasting horizontal gear is the norm?
So how do you get new players into hard content?
the current gear system certainly doesn't work which is a big part of why the raiding population is as small as it is. the speed at which gear is replaced destroys the motivation and incentive for many players to even try harder content. because the rewards are outdated so quickly they have no value. and because they have no value and will be replaced so quick it's just not worth the effort to try and get them...
and thus players don't bother with the harder content. it's just not a worthwhile investment of time or effort. and thus the raiding scene is as small as it is.
Well...and the fact that raiding just plain sucks with a lot of pointless side processes nobody wants to do in their free time (recruiting/scheduling/organizing) and a difficulty that appeals to very few players. The more and better rewards a content needs to be played, the worse it is designed.
I expected an answer and not a repetition of my question.
Gear/Reqard is and should never be the main incentive for raiding.the current gear system certainly doesn't work which is a big part of why the raiding population is as small as it is. the speed at which gear is replaced destroys the motivation and incentive for many players to even try harder content. because the rewards are outdated so quickly they have no value. and because they have no value and will be replaced so quick it's just not worth the effort to try and get them...
and thus players don't bother with the harder content. it's just not a worthwhile investment of time or effort. and thus the raiding scene is as small as it is.
Did you ever ask someone "Why do you raid?" and he said "Because of the strong gear."?
"Why don't you attemp the hardest content in game, where you have to rely on/synergize with 7 other good players." - "Because the gear sucks!".
Yeah, sure.
Savage gear now lasts for about 8 months, making it last for for 16 won't change a thing.
The only thing it does is seperating raiding and casual game even more. By now everone has to do a lot pieces of content to keep you gear up to date (and you play more than 1 job), which is a good thing in my opinion.
If you incentive is gear... what is the incentive to do the next raid if you got super horizontal gear in the last one? Is the new raid gear better? Isn't this vertical progression 2.0 then?
Last edited by Neophyte; 08-08-2016 at 11:01 PM.
Agreed. Gear treadmills have never been the most enticing thing for me. I'm the kind of player who likes the journey, I don't need a number or epic piece of gear to feel I've achieved something, just a new experience. Some games can release new gear and still achieve this. Rather than upping the tier each time, they just release a new variety of gear that's on par (read an optional alternative) to existing gear. GW2 and ESO are two good examples of this in practice.
Given how huge some of the achievements in game are, the frequent invalidating of gear items as happens currently feels like moving the goalposts too often, like jumping through hoops. Make it more about the journey and less about the gear.
Let me ask. Lets say we go by FFXI's formula. You are a new player and you want to get to end game as soon as you can, you finally get there and turns out what is required out of you is gear that takes a horrendous amount of time to obtain to be even considered "caught up." Even if end game FC's let the person in regardless, it is massively overwhelming for a newer player to try to get caught up. This is something that will drive a newer player away very quickly.
In vertical progression, it is built up that anyone new jumping into the end game scene can get caught up and join with their friends. It is not to say that vertical has no faults, but with how this game's foundation is set up and the target audience SE's aims for, I doubt pure horizontal progression would be a thing.
I feel like I am the only one who thinks that gear is simply a means to take down the most recent content and preparation for the next tier of content. Not the central focus. Treat gear more like a novelty piece as opposed to a tool for taking down content. It is a video game, I care more about taking down all the content has to offer than caring about how shiny I can make my armor. That is what glamour is for.
More kind of realistic thing to ask for is variety of content to obtain gear. Like adding accessories to primals. SE already does semi-horizontal with their odd number patches, offering more variety on how you can get gear to catch up.
People should ask themselves again, "Is what I am asking for good for the player base as a whole? Or just good for me and my friends?" If it is good for the player base, then say how it works without harming the casual - midcore - hardcore fan base. Which is already in a iffy position with poorly structured raids and severe lack of midcore content.
FFXIV's current structure has issues, but the core foundation isn't broken or needs change. SE just needs to set their priorities and improve upon what they already have, then go into more new territory within their own established fundamentals.
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