- Make 4 man content, public dungeons, solo content for casual with light to moderate difficulty.
- Make 4-8 man content, public dungeons,solo/group content for midcore with moderate difficulty, lenient mechanics/group number composition. Not reffering to roles but numbers.
- Make 4-24 man content, solo content for hardcore with high difficulty, strict mechanics.
Make instanced/open world content for all groups, strive for accessibility and clear instructions and remember the different groups. Maintain the instanced contents ilvl for casuals. Create open world systems with long term progressive systems similar to Sky or Sea but not as long lasting for midcore and hardcore. Retain tight knit instances for midcore with group number and mechanic leniency, and keep pumping out the savage version for hardcore.
Here is a look at a type of different content.
http://forum.square-enix.com/ffxiv/t...=1#post3809761
Last edited by Sandpark; 08-09-2016 at 06:30 AM.
How do you plan to accommodate the mass amount of people the open world portions? How will you maintain the toxicity of clashing with other groups and the server stress of so many in a area?
- Make 4 man content, public dungeons, solo content for casual with light to moderate difficulty.
- Make 4-8 man content, public dungeons,solo/group content for midcore with moderate difficulty, lenient mechanics/group number composition. Not reffering to roles but numbers.
- Make 4-24 man content, solo content for hardcore with high difficulty, strict mechanics.
Make instanced/open world content for all groups, strive for accessibility and clear instructions and remember the different groups. Maintain the instanced contents ilvl for casuals. Create open world systems with long term progressive systems similar to Sky or Sea but not as long lasting for midcore and hardcore. Retain tight knit instances for midcore with group number and mechanic leniency, and keep pumping out the savage version for hardcore.
Here is a look at a type of different content.
http://forum.square-enix.com/ffxiv/t...=1#post3809761
I imagine with Phasing. SE already does some of this and most modern mmos go heavy with the phasing. Since all content wouldn't be vortexed into the same area, wider player populace around Eorzea, and numerous servers. And since this game uses a GCD which I don't like normally, it adds to server stability since no one can zing off 1000 AoES one after the other.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
But you still clash with others who can easily ruin your night. Why would you pick that over instanced which the only people who can ruin your night is the ones you took with you? I recall entire nights ruined because too many LS's were in Sky, Sea, or take a spot in Dynamis.I imagine with Phasing. SE already does some of this and most modern mmos go heavy with the phasing. Since all content wouldn't be vortexed into the same area, wider player populace around Eorzea, and numerous servers. And since this game uses a GCD which I don't like normally, it adds to server stability since no one can zing off 1000 AoES one after the other.
I have to agree with you, there was a significant level of endgame interpersonal conflict that I don't care to see again.But you still clash with others who can easily ruin your night. Why would you pick that over instanced which the only people who can ruin your night is the ones you took with you? I recall entire nights ruined because too many LS's were in Sky, Sea, or take a spot in Dynamis.
#GetSelliBack2018
Reading too much of the forums makes me very sad and apathetic.
If I play with fear that is not playing. There are a thousand reasons that could ruin a night and they don't even have to be in game. Phasing would fix competitive PvE for the most part. Even now nights get ruined sometimes as you state.But you still clash with others who can easily ruin your night. Why would you pick that over instanced which the only people who can ruin your night is the ones you took with you? I recall entire nights ruined because too many LS's were in Sky, Sea, or take a spot in Dynamis.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
You are not answering my question. Why would I pick this type of game play that clashes with other people when I can have an instance of the game thing and not conflict with others? Why would I pick a feature that can ruin my night because of other people instead of a instanced group where that is not an issue? I have a feeling you can't give me a very good answer.
I guarantee you if Sky, Sea, or Dynamis had a choice to be instanced, people would most definitely of taken it. Too many nights our LS's plans were cancelled because of frustration of dealing with other people. Doing things like Einherjar or BCNM/KSNM were ever rarely the case because there was no real clash. Even SE agreed to an extent and made HNM Kings have force pops.
You could possibly fit some of that into something equivalent to Deep Dungeon, however FFXIV will never have this on the open scale due to balance and cost issues. Non-instanced content creates an enormous load on servers. Larger ones simply wouldn't be capable of handling the influx of thousands of players in one play, alongside everything else that needs to load. Furthermore, public dungeons would devolve into zerg fests ala hunts presuming you mean players could simply run into them.
- Make 4 man content, public dungeons, solo content for casual with light to moderate difficulty.
- Make 4-8 man content, public dungeons,solo/group content for midcore with moderate difficulty, lenient mechanics/group number composition. Not reffering to roles but numbers.
- Make 4-24 man content, solo content for hardcore with high difficulty, strict mechanics.
Make instanced/open world content for all groups, strive for accessibility and clear instructions and remember the different groups. Maintain the instanced contents ilvl for casuals. Create open world systems with long term progressive systems similar to Sky or Sea but not as long lasting for midcore and hardcore. Retain tight knit instances for midcore with group number and mechanic leniency, and keep pumping out the savage version for hardcore.
Here is a look at a type of different content.
http://forum.square-enix.com/ffxiv/t...=1#post3809761
I played ESO public dungeons, because the zone didn't consist of only killing an NM, you could solo or party and it didn't turn into a zerg fest. That happens when hundreds of people can hit on the same enemy. Which the claim system would have to be reworked if it became a thing.You could possibly fit some of that into something equivalent to Deep Dungeon, however FFXIV will never have this on the open scale due to balance and cost issues. Non-instanced content creates an enormous load on servers. Larger ones simply wouldn't be capable of handling the influx of thousands of players in one play, alongside everything else that needs to load. Furthermore, public dungeons would devolve into zerg fests ala hunts presuming you mean players could simply run into them.
And if the worry is that it will be tedious competing against others for kills. The channel thing fixes that too.
https://steamcommunity.com/app/32337...2999971267013/
Just because XI had a PvE vs PvE aspect to it doesn't mean things haven't advanced in the open world aspect since XI's inception. Or has GTA always had multiplayer online? Open World has advanced, instances have advanced. It doesn't have to all be naughty.![]()
Last edited by Sandpark; 08-09-2016 at 10:40 AM.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
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