So basically, hunts and diadem in a new coat of paint.
So basically, hunts and diadem in a new coat of paint.
Only if the rewards are drops, not guaranteed, and everything can respawn. The boss class monsters should be very difficult so that all but the best equipped groups need to avooid them. I'm thinking of something akin to the Free Monster Quests in White Knight Chronicles, if anyone remembers those, they'll know what I mean.
So what would you like to be seen added in a nut shell. I mean this to encourage meaningful conversation not as a jab. It isn't easy to come up with new content that fits well in the core mechanics of the game. So sometimes hearing our feed back can give SE ideas. I would like to have open world dungeons that scale your lvl when you go in them and have harder regular enemies, as in you can't kill one by yourself. Also they could have special gathering points as well as there own NM's in them that you can get loot from and maybe randomly spawning coffers that have the same. I doubt this will happen though I can still hope.![]()
Last edited by drivendawn; 09-11-2016 at 08:35 AM.
The issue with open world content is it just won't work with the game we have right now. Gear is upgraded very quickly. People zerg everything. We seen how hunts and Diadem worked out when it was a free for all and it removed all challenge. The only other option I see is if you have parties force a monster to spawn for themselves and possibly add some mechanic where the party could call out for help if things get too rough, but it might lead to zergs as well. It's a very delicate balancing act and I see why the devs just want to put everything behind instances; they can control how many people go in and design fights around that.
What does it matter if the game does a predictable formula? The problem isn't the formula, it is the quality of that formula. Instead of wanting them to change it, they should change things within it. Like make interesting mechanics to dungeons we have not done yet. Make it actually challenging instead of face-roll content.
If you change the formula too much, you get increased development time/costs and back to experimentation that can rock your community back and forth easily. Doing this is more damaging to the game than you realize. How they have it set up putting unique content inside the basic formula is solid enough. Like I said before, the issue is the quality and lasting appeal of said content. Diadem and Palace of the Dead have potential, but were boring at best. The development team depends too much on face-roll level content that just gets consumed quickly and forgotten about fast or becomes boring. If actual challenge and well polished design were in each content they gave, it would make the lasting appeal a little longer than we get now.
Not only that, they have too much of a "grind this" concept in their content. Which is okay and understandable in some cases, but they are way too dependent on it in most of their content. It especially upset me that he pretty much said he made the relic quest for bad players. What? Really? You shouldn't make anything for bad players. Face-roll easy content's purpose should only be to help work you into challenging content. Don't promote your game to appeal to bad players. Development team, do you even video game?
Yep. Like Yoshi-P says, a ton of things have to take into account if you make an actual difficult boss in open world. Have to account for how many players are on the map, how the boss's mechanics are and what part of the environment is in it. It is all things people don't account for and makes unbalanced fights that lead those bosses to be just zerg fights mostly. Putting them in an instance allows the developers to make the interesting fights they want. His example with Ifrit was pretty spot on.The issue with open world content is it just won't work with the game we have right now. Gear is upgraded very quickly. People zerg everything. We seen how hunts and Diadem worked out when it was a free for all and it removed all challenge. The only other option I see is if you have parties force a monster to spawn for themselves and possibly add some mechanic where the party could call out for help if things get too rough, but it might lead to zergs as well. It's a very delicate balancing act and I see why the devs just want to put everything behind instances; they can control how many people go in and design fights around that.
It bothers me that the team takes in my opinion really bad ideas from the community here and try to make it work in FFXIV. I really think they listen too much to the wrong people in these forums. Again, my opinion.
Last edited by Velhart; 09-11-2016 at 10:36 AM.
I totally agree and this could be done with place holder mobs to kill for the NM to pop, or Item pop, and also maybe finishing a number quest style objectives. Honestly though I would be fine with out a Help function as you come prepared to win or lose.The issue with open world content is it just won't work with the game we have right now. Gear is upgraded very quickly. People zerg everything. We seen how hunts and Diadem worked out when it was a free for all and it removed all challenge. The only other option I see is if you have parties force a monster to spawn for themselves and possibly add some mechanic where the party could call out for help if things get too rough, but it might lead to zergs as well. It's a very delicate balancing act and I see why the devs just want to put everything behind instances; they can control how many people go in and design fights around that.
Well trust me friend. I've pretty much lost all hope but I got just a teeny little light within me. Why? Because I care about this game and I wanna see it grow.I don't know what it is called, but I know it's quite unhealthy to keep hoping and wishing something that won't change should change. I bet a lot of people that are so constantly moody/upset/angry at this game because their hope keeps those emotions burning. It's an endless cycle and I think that's more sad than the state this game is in.
And I tell what's sad about this all for me, it's sad because I've been here since Phase 3 of the game and I had so much fun back then when every thing felt new.
3yrs later, here we are again, pretty much 2.0 witha brand new story....not much wow's me anymore because I already know whats coming.
And then I'm reeled back to 2.0 with the same rehashed damn ass dungeons that are now "HM's" and the same tome treadmill...Ugh...
Yeah, it does hurt to see a game you've been with for so long stay on the same boring rails and friends keep on leaving because of the boredom.
But yeah, I'ma hold out for 4.0 but if nothing changes then I'ma have to take a step out the door. I don't want to but...
I just can't do it man lol, I really can't anymore. And stop the FXCKING FATES please! Like for real though, stop.
Last edited by Mugiawara; 09-11-2016 at 10:51 AM.
I am pretty sure a better translation wouldn't have said bad and more like not as skilled as in can't beat savage mode to get the best weapon. However I know what you are saying, Point is they could make some reasonably fun four man trial like content to spice it up or something. I think potd has done well and many like it, although it can be improved upon. Diadem did have promise and fell flat. I do hope maybe that was what yoshi was talking about when speaking of the open world like content with good mechanics.
Last edited by drivendawn; 09-11-2016 at 11:18 AM.
I feel ya, sometimes I take breaks and play single player games myself. However as I said in a previous post other modern theme parks are just the same. They may not have a set cycle but introduce and reintroduce the same stuff with some new ideas on the side just like XIV does but less of it. However maybe you are looking for something more open ended like Archeage or BDO. It has bad graphics but I play Project Gorgon on the side for my old school/open world exploratory needs myself.
Relic quest does not have to be very hard. It just should not be just slam you head on the keyboard easy and only thing required is patience in grinding. Not saying you need to beat raids or Primal EX to clear it. It needs breathing room between the grinds like 2.0 did. You had to fight Chimera and Hydra, but they were not hard trials at all. It needs to be interesting. Right now it is "Ohh done grinding that? Well grind this now.", there is no creativity or imagination in the quests. It is poorly designed and it is sad to see that Yoshi-P thinks it is just right. He should focus on raising the skill floor, not lower the skill ceiling.I am pretty sure a better translation wouldn't have said bad and more like not as skilled as in can't beat savage mode to get the best weapon. However I know what you are saying, Point is they could make some reasonably fun four man trial like content to spice it up or something. I think potd has done well and many like it, although it can be improved upon. Diadem did have promise and fell flat. I do hope maybe that was what yoshi was talking about when speaking of the open world like content with good mechanics.
They do nothing to prepare players for more challenging content and they ask themselves, "Why do people not like to raid?" Almost all the content besides Primal EX and Raid do not require you to know more than half your job's skill level. This is pretty sickening. True you can't prevent bad players, but it is even worse when you are breeding them and catering to them.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.