What "non-greedy" options? That's what I'm asking you to give examples of.I've said numerous times that I don't blame SE for wanting to cash in on loose spending habits. I blame players for enabling them to do so. And best option? Doubt it, considering all the non-greedy options they have. But again, players will throw money, so why not catch it.
Last edited by Jandor; 02-02-2017 at 10:09 AM.
So provide some. I haven't read through all 169 pages of the thread, but there haven't been any objectively better "non-greedy" options posted in the last 10 pages or so.
Also, other games do level skip potions. Literally all the major AAA MMOs have a level skip option now.
Cutting out non-essential fetch quests. Only gating main storyline related quests to people who aren't caught up with that but allowing access to everything else for everyone in Stormblood. Making dungeons all be optional, non-story related dungeons (Many MMOs do this just fine I might add. FFXIV is one of the few I've played that has certain required dungeons.). Adding big experience bonuses for someone's first job.
Many suggestions have been made in this thread and elsewhere. These are a few I've summarized. If it's not adequate for you, it's your responsibility to browse to see what you're looking for and what you're missing rather than have everything repeated ad infinitum.
And yes, other games do jump potions. Probably because gamers spend recklessly these days and it's profitable and a minimal-effort option to implement for game companies. Doesn't mean they're the only option or the best option though. It just means people were willing to pay for it and it didn't take much work on behalf of the company. Best choice from a business perspective? Definitely. Cutting corners where possible is oh so popular for businesses, getting paid more to do less especially. Best choice for the game and its players though? Doubtful.
Last edited by Adire; 02-02-2017 at 12:34 PM.
Making all dungeons be non-story related... seriously? So your solution is to butcher part of the structure of the main story. So what? Everything henceforth will just be little instanced events with derpy NPCs? Just not having any more large scale climactic fights because that means someone not doing the story couldn't do it? This doesn't help the players who want to enjoy a flush, branching story at all.
You propose taking away from one demographic to benefit another. How is that better?
Plus there is side content that also has relation to events that unfolded during the main story. And your proposition is to butcher that as well.
Accessibility should not come at the price of taking substance and meaning away from anything.
You're arguing that I want to take away the structure of the main story, yet you support allowing people to skip it almost entirely via jump potions. Hypocritical much?
They could even opt to allow players a choice between a streamlined version of main story quests or the full package.
I'm in favor of compromise, and I think removing needless fetch quests and making more instances with familiar NPCs that are related to the main story is a better idea than continuing the trend of going into dungeons with unfamiliar random players that are just as likely to be just as derpy as NPCs. But what do I know?
And how are they going to gut quests without it affecting later quests?
By allowing NPCs in the many quests like this http://ffxiv.consolegameswiki.com/wi...ke_It_with_You to do their own errand running for example.
Is the warrior of light shopping for tools for an NPC instead of the NPC getting the tools themselves really that crucial to the storyline?
It's really not rocket science. All it takes is for some insinuation that an NPC ran their own errand and a good chunk of the filler quests can be removed.
Last edited by Adire; 02-02-2017 at 02:23 PM.
Because the story has such amazing narrative direction. Heaven forbid a certain quest be lost to the greater good of immersion of the lore.
How about this for an option, its a veteran reward and allow players to dispense it to friends. Or tie it to recruit a friend new account and they know you have someone to play with. Recruit a friend should come with server transfer, since they never lock servers when cash is involved.
Or better yet and not as bad (I really want to use some bad words here). Flag the one quest complete (2.whatever the hell last one was) Allow people to speak to 3.0 quest and start it. Do this for all going forward. You people realize how hypocritical it is to say "oh lore" but have cash skip it anyway. You supported a flawed system you continue to support a flawed system. Yet support cash shop, how do people (more bad words) think this is right.
Now if all this cash that they have been nickle and diming from players since cash shop and ramped up in 3.0. Means all players get equal inventory and reduces everyone's account to the same price. Also everyone can get a house if they can meet the in game requirements. I guess we can call it even.
By allowing NPCs in the many quests like this http://ffxiv.consolegameswiki.com/wi...ke_It_with_You to do their own errand running for example.
Is the warrior of light shopping for tools for an NPC instead of the NPC getting the tools themselves really that crucial to the storyline?
It's really not rocket science. All it takes is for some insinuation that an NPC ran their own errand and a good chunk of the filler quests can be removed.
Ok, but that still requires quite a heck of a rework regardless. How is the script going to be affected since now the player isn't invested anymore? Do certain details need to be altered to accommodate the new changes? Will voice acting need to be redone? If an NPC can just do the quest for you, then why are you even there in the first place if you have no purpose?
Regardless of how much you hate fetch quests and boring story, everything leads to a build up in relationship with other characters as the story progresses. This is nothing new and it's not even exclusive to MMORPGs. Pretty much every RPG has you doing stuff NPCs "could" do themselves, but they ask you and at least thank you for helping out, thus, depending on the story, they can trust you later or at least have some story and character development. World building is the term I think, but if everyone could just do everything themselves, then there'd be far less game to play and you'd wonder why all you do is just kill everything and nothing else.
People seem to be stuck on this belief that (general) we don't want people skipping the story because "lore". I'm saying it's not an option because of the crummy system the devs have in place; they can't let people only skip certain quests without it affecting quests ahead of it. Heard of sequence breaking? That's what the whole thing entails to. Do things in a different order or skip certain flags and the game will freak out and break certain things, which means even more time wasted patching a system for a bunch of players that will probably still whine about having to go though the MSQ anyway, cut quests or not.Because the story has such amazing narrative direction. Heaven forbid a certain quest be lost to the greater good of immersion of the lore.
How about this for an option, its a veteran reward and allow players to dispense it to friends. Or tie it to recruit a friend new account and they know you have someone to play with. Recruit a friend should come with server transfer, since they never lock servers when cash is involved.
Or better yet and not as bad (I really want to use some bad words here). Flag the one quest complete (2.whatever the hell last one was) Allow people to speak to 3.0 quest and start it. Do this for all going forward. You people realize how hypocritical it is to say "oh lore" but have cash skip it anyway. You supported a flawed system you continue to support a flawed system. Yet support cash shop, how do people (more bad words) think this is right.
Now if all this cash that they have been nickle and diming from players since cash shop and ramped up in 3.0. Means all players get equal inventory and reduces everyone's account to the same price. Also everyone can get a house if they can meet the in game requirements. I guess we can call it even.
Considering how long it took the devs to implement even the most basic features like right click RMT reporting, allowing people to use the DF with a chocobo, and using egi glamours, I think the whole "gut quests I don't like" would pretty much bring almost everything to a halt. This is the deck we are being dealt and I don't see anything changing anytime soon unless the devs suddenly got an expanded team or an even larger budget for upgraded servers. Until then, we are going to keep getting shortcomings and band aid fixes and no amount of "cut fetch quests pls" is going to move this stubborn mountain no one likes.
Last edited by MilesSaintboroguh; 02-02-2017 at 02:41 PM.
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