Oh, I agree. Weeping City was a good start, but even that is still too easy for my taste. My hope is that at least becomes the standard though. While I like Hullbreaker Hard well enough, it's absurdly easy.
We need more coopertion in this game, cooperative play that is enjoyable. We dpo not need more competition, nor more of the competitive attitude that such content breeds.I don't think so. I said regional influence, not regional control. Easily could fit in the lore. Now that Ishgard has opened it's gates to city-states, the GCs want to re-establish trade and commerce with Ishgard territories. They ask for the WoLs help in accomplishing this by asking from them to complete task for the Ishgardians in the respective zones.
There's 3 City States but the WoL is only enlisted in one, meaning competition between players.
I do not think that Ishgard would take kindly to any of the Grand companies attempting to expand their influence in Ishgardian territory - even if the always reliable WoL tries to smooth the way.
Oh, and there are 4 city states, 3 are dominatted by a different GC and the 4th, is dominated by the various houses of Ishgard and the 'church'.
- 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.
The reason that didn't happen is because they thought making a new mmo would be less work/as much work. FFXI may no longer support ps2 or 360 but it is still using ps2 architecture which will need alot of work to modernise. I do agree though; i would sign up for that especially since i'm currently playing through XI again right now as a Tarutaru. =3
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
First thing, I agree that in the MMO market of today, some kind of upward progression is just about required. FFXI sat at level 75 for like 6 years, I don't think that would be accepted in today's market. Also, I apologize for the wall of text.
What if Istaru's gear leveled up in a completely different way than anything we have now?
Here is the idea...
At 3.0, you start gaining materials, we will keep them with a weekly lockout so that it takes poor Istaru "X" weeks to get a full set kinda how Eso gear was. The difference between harder and easy content is only the amount of upgrade items rewarded. They could unlock an extra Materia slot or something from Savage content.
At 3.1, as the catchup patch, new content that gives more upgrade tokens is introduced as well as gear equal to the base 3.0 set and people don't have to do the initial power up step.
3.2, Oh no, the gear trashing even number patch is released. What ever will Istaru do? I know, they will begin collecting a new upgrade material for their items, and the old items can also be traded against the new items but at a different rate. A moderate increase in ilvl, maybe 10 or whatever.
This continues to the end of the expansion and starts over at the next one.
What changed, not a whole bunch honestly. It does change how the hard end of gear is handled. If you are tackling hard content, you will reach a point where added effort to clear it may not be seen as a benefit to you for progression. If you are a casual raiding group, currently working on A6S, and getting close to clearing it, but will not clear it before next month, it can be seen as a poor use of people's time.
Why?
Any gear reward you get is made inferior by the even numbered patch. An i240 item will not be any better than the i250 crafted or i250 Alexander {insert name here} easy mode. The crafted gear is usually available same day as the patch. If you are looking at itemization only, the reward for clearing a new Alexander Midas floor is no longer there. It is still there for bragging rights though. If clearing it, gave you something of value that lasted beyond the current patch, then working through it would have a tangible benefit.
tl;dr version:
Change it so that gear isn't replaced with every even numbered patch, instead the same piece of gear is upgraded over the entire expansion or whenever you get to the end of the expansion. Instead of walking up different flights of steps to go from the basement to the penthouse, we take a single escalator instead. I'm sure there are better ways to implement something like this than what I explained, but hopefully there is enough to get the idea across.
Last, can we come up with a new name for our fictional hero? Speaking of myself in the third person, while kinda humorous, is also kinda weird.![]()
Last edited by Istaru; 08-09-2016 at 08:16 AM.
#GetSelliBack2018
Reading too much of the forums makes me very sad and apathetic.
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.
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