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  1. #31
    Player
    Jetstream_Fox's Avatar
    Join Date
    Jun 2014
    Posts
    747
    Character
    Syvic Zivota
    World
    Seraph
    Main Class
    Archer Lv 81
    Quote Originally Posted by Maeka View Post
    It's easier to do 1 Expert Roulette per day for 6 out of 7 days than to plug away at it endlessly trying to hurry up and get a full suit of Creation gear.

    That's what I like about the 450 cap; it is so easy to get, and it keeps these tryhards from getting Full Creation on Day 2-3 while everybody else is still trying to build up for their body piece which gives me some breathing room and actual time to do things other than FFXIV, or things inside of FFXIV other than spamming roulette.
    How does it give you time to do other things? If you slack off one week you're behind 450 tomes. When you don't have to worry about hitting a cap, you have more flexibility as to what you can do. You can dungeon gear farm more effectively for glamor, you can gear more classes at the same time, which in turn encourages more people to try them out, which makes dungeon running more attractive since you have encouragement to run.

    When you don't have any restrictions you can go at your own pace, it's not the other way around.
    (17)
    Last edited by Jetstream_Fox; 07-27-2017 at 04:22 AM.

  2. #32
    Player
    YitharV2's Avatar
    Join Date
    May 2017
    Posts
    468
    Character
    Arnar Grande
    World
    Ultros
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Kalocin View Post
    Also I think the "cycle of loot" is a pretty dated concept of how to have fun in a game. While I don't play it as often as FFXIV, I like that in GW2 there's a ton of "fun" achievements and non-instanced content to do. There's such an immense focus on "the gear grind" instead of "the content" which is kind of odd in my opinion. The only gil sinks seem to be toward housing and crafting gear/food and materia for... more gear.

    Tons of games out there managed to nail the repetitive gameplay loop but MMOs never seem to get there. In general this game could use more recyclable content and little things outside of gear. Minions/Mounts are lazy rewards too, tack on RNG for infinite runs of boring grind.
    The problem is you're looking at it as "how to have fun" and not "how to get a certain pattern of behavior". "Notice his article does not contain the words 'fun' or 'enjoyment.' That's not his field. Instead it's 'the pattern of activity you want.'" As far as I'm concerned, the weekly tomestone lockout is there so people sub longer, not necessarily so they have fun longer.

    Well, the problem there is that ideally a MMO would have vast amounts of content that you could never fully get through, but it takes lots of resources to develop that. Which is why there's a necessary grind and repetition.
    (2)

  3. #33
    Player
    Daeriion_Aeradiir's Avatar
    Join Date
    Jul 2014
    Posts
    601
    Character
    Daeriion Aeradiir
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by YitharV2 View Post
    Well, the problem there is that ideally a MMO would have vast amounts of content that you could never fully get through, but it takes lots of resources to develop that. Which is why there's a necessary grind and repetition.
    and this is precisely what it boils down to. Players will always devour content infinitely faster than developers can create it, so one of the easiest and cost-efficient methods is to install weekly lockouts. They're not there to make you have fun, they're in place so that way you're giving your money to the developer for longer if you want to get everything.

    The other factor is that if they attempted to shake up the formula, they risk alienating everyone who enjoys the current one. Overall, FF14 has pretty much established how its cycles of content will work, and it's up to the individual player to determine if this game is for them or not, as beyond the 'new' pieces of content they've mentioned in lieu of dungeons on odd patches, FF14 will most definitely stay true to its cycle of 2 dungeons + Raid + 1 primal + tome reset on even patches and 1 'new' content, 1 primal, 1 24 man, 1 dungeon and miscellaneous stuff on odd patches.
    (1)

  4. #34
    Player
    Legewiel's Avatar
    Join Date
    Apr 2015
    Posts
    159
    Character
    Legewiel Tetnelin
    World
    Behemoth
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by usalia View Post
    You do understand that you can get the same updates but no cap?
    As well wow as a model for a good mmo is dead in 2017.
    Yeah but it wouldn't be good, it would create a big disparity between players. You would do some content and people would yell at you to how come you didn't get all the 11 pieces of equipment in one week? it would become annoying specially for dps cause ppl using act would see that your dps is a lot lower and would kick you from the party cause of that. the way it is now is good, you can dedicate one hour a day and get in line with everyone.
    And also if it were that easy to get the equipment, hardcore players would get all the equipments, get bored and unsubscribe and that is not how an MMO works.
    But there could be a system where you could equip at least one additional class if you got on the cap.
    (3)

  5. #35
    Player
    Princess_Momoka's Avatar
    Join Date
    Jun 2017
    Posts
    106
    Character
    Prototype Zero
    World
    Balmung
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Jetstream_Fox View Post
    How does it give you time to do other things? If you slack off one week you're behind 450 tomes. When you don't have to worry about hitting a cap, you have more flexibility as to what you can do. You can dungeon gear farm more effectively for glamor, you can gear more classes at the same time, which in turn encourages more people to try them out, which makes dungeon running more attractive since you have encouragement to run.

    When you don't have any restrictions you can go at your own pace, it's not the other way around.
    agreed, there has to be a better way of doing things, why I made this thread
    (4)

    0 quality HQ is possible

  6. #36
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Princess_Momoka View Post
    agreed, there has to be a better way of doing things, why I made this thread
    Good old nostalgic RNG gear drops instead of tomes.
    Or uncapped tomes, but the tome vendor NPC allow the player to buy only 1 tome gear each week.
    (0)
    Last edited by Felis; 07-27-2017 at 04:06 PM.

  7. #37
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Jetstream_Fox View Post
    How does it give you time to do other things? If you slack off one week you're behind 450 tomes. When you don't have to worry about hitting a cap, you have more flexibility as to what you can do. You can dungeon gear farm more effectively for glamor, you can gear more classes at the same time, which in turn encourages more people to try them out, which makes dungeon running more attractive since you have encouragement to run.

    When you don't have any restrictions you can go at your own pace, it's not the other way around.
    You make it sound like capping tomes is difficult. Between hunts, daily roulettes, raids, PotD, PvP and the level 70 dungeons offering 50 tomes per each, it's incredibly easy to cap even if you do it on a Monday evening. Removing the cap may allow for flexibility but it assures players will stop queuing for content. I can guarantee you Omega normal would be dead within a month or two if you could spam it for all the drops you fancy. Likewise, what motivation do I have to keep running dungeons if I can gather tomestones at my leisure? Furthermore, unlimited tomestones renders crafted gear and the 24 man raids absolutely worthless. Who would buy crafted some if they could just farm Creation tomes whenever they felt like? The system exists to keep people running content. You may be discourage, but the majority aren't.
    (0)

  8. #38
    Player
    Alberel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,852
    Character
    Alberel Lindurst
    World
    Phoenix
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Princess_Momoka View Post
    agreed, there has to be a better way of doing things, why I made this thread
    The easiest solution is to keep the weekly caps but rollover any uncapped tomes each week. With a cap of 450 a week if you don't meet that cap whatever you had left is added to the next week's cap. It allows the devs to limit the hardcore players whilst letting everyone else play at their own pace without feeling compelled to keep up.
    (8)

  9. #39
    Player
    Conquistadork's Avatar
    Join Date
    Jun 2017
    Posts
    103
    Character
    Mao Mao
    World
    Diabolos
    Main Class
    Summoner Lv 80
    They have been doing this since the start and it seems to work for them, tho I do believe, that the formula is a bit boring once you do it patch, after patch, after patch, but unless they come with some creative way of changing it, I doubt they will make any improvements to it.
    (4)

  10. #40
    Player
    SoloWingMetatron's Avatar
    Join Date
    Mar 2015
    Posts
    381
    Character
    Helel Ni-frith
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Princess_Momoka View Post
    So this is my first time actually starting a new expansion, for 2.0, I started at release, quit, came back, quit, Then came back to HW with void ark ending beingcurrent while few weeks before The Weeping City of Mhach. I thought to myself hmm wouldn't it be something if it stopped at a 3rd one, be a weekly for that gear, only have about 2 months to pass by, have it uncapped while this causing to make it easier to get upgrades that lets you be even on the best gear in the game?

    Then I am sure they are going to double the weekly limit, then drop it completely like they did in 2.0 for the tomestones.

    So starting out on unlimited tomestones I though maybe SE will take a different approach, like yellow scripts for crafting and gathering (I am not sure if that happened in 2.0 or 3.0) so I thought maybe they where going to try something different.

    Now that we have a weekly cap again, are we really going to have the 3-24 man zones again, where you get a weekly gear from, have 3 sets of delta scape, while throwing in more primal here and there that drop weapons? I mean I just do not get it, why repeat the same thing, reskining what was done in 2.0 and 3.0 only different level, while having all these weekly and daily things? isn't there a better way of handling progression and not have the same thing over and over again? What is the point?

    What do these weekly caps really achieve? why are they there? Why not do the same effect though weekly and daily bonuses for quests and such (think of the cluster daily/weekly for HW relics) and for those that want to gear several jobs, they can grind it out? What if some patch makes someone's job unwanted spending all those weekly limits on that job? How are they supposed to gear something else with the limits?
    This resonates with me so much OP! This game truly is soulless. It may look pretty on the surface, but beneath the visuals everything is just dead, vapid and unimaginative. Everything in this game dies and becomes forgotten over and over. To the point where it feels like there's almost no point. Diadem is the perfect example of this (Which has died twice now) Any previous gear set, whether it be from tomes,raids,dungeons, or crafted is worthless now (apart from glamour). Any previous weapons, whether they, be tome, Primal, raid, or Relic are worthless now (again apart from glamour) Even when we look at jobs and combat, we are still faced with the same issue. Everyone who plays a certain job will just always be a proverbial "copy/paste" of another person who plays the same job. That is because there will only ever be one rotation to do, with the same abilities to do. One gear set to get, one weapon to get. One way to meld. There is no room for customization or trying new things out. As a result any and all jobs will always lack depth. This is why certain jobs like SMN have such issues and always have people complaining about it. Not because they're entitled but because SMN is the perfect reflection of this games flaws. It is a job that by it's very nature requires depth and variety. But like all my previous examples. This game has proven to have no depth or variety. No options. No choice. Just gather, recycle, rinse and repeat.
    (8)

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