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  1. #1
    Player Snow_Princess's Avatar
    Join Date
    Sep 2016
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    701
    Character
    Princess Sakura
    World
    Balmung
    Main Class
    Summoner Lv 52
    Quote Originally Posted by TankHunter678 View Post
    Then why argue for uncapping tomestones, which will destroy content use, instead of advocating for more horizontal based content?

    So we got Omega Normal and Crafted 320 sets, why not give us some class based side quests where we can get 320 versions of our artifact gear or materials to upgrade the artifactgear to 320? That is something easier to get behind then uncapping the tomestones which by the way, you have no proof that people will not do the very thing we keep warning about of burning through only the most efficient content to gear out the fastest possible. Something that was done with verity tomestones in preparation of 4.05 adding in the first raid tier. Something that was done by many people to have the gear needed to already have Samurai and Red Mage in augmented Ironworks, with augmented shire waiting for them, the moment they were unlocked.

    And you want an example of using gating to release less content then go take a good look at WoW where content droughts of 6-14 months is pretty normal to see. Compared to FFXIV and its every 3 months major content patch schedule. Lets also not forget that when WoW did that "big content patch" for broken isles they decided to gate it such that the content in the patch unlocked itself over 11 weeks. Resulting in people only having 1 actual hour of content on the day of the patch.

    Uncapping creation tomes would just have me running Kugane Castle till everything I play is in 330 gear and then I would leave until 4.2 arrives sometime in December. As that is the most efficient way to do things with the least effort involved.

    Just like I ran enough Aetherochemical Research Facility to have almost full augmented ironworks gear for my SAM on patch day.
    Those 3 month patches is not a plus for SE, it is just the same treadmill of copy and paste content, some people stated wow content actually has stuff to do, not depending on 450 allagan tomestone of boring to extend the life of content that would normally last a day to making it last for months. What does being ready with SAM and RDM gear have to do with anything? I did that too but ... it has no point to what is being debated. (well not do it after patch, but did it before, I capped ALL CURRENCIES before patch day off dailies from planing ahead)

    For the first line, sorry but that was just one of my statements, using what I know to get a point across that this current system is not working, you can't keep using this system, otherwise you are going to depend on new subs for revenue as a high turn overrate starts happening. So this means SE has to focus even more on new players and starts neglecting the the few veteran players that happen to stay, for whatever reason, since at that point, the money is in people coming in, and not the high turnover rate from people quitting over having the same copy/paste content. (and someone just made a thread on that very issue that I linked a bit ago)

    People are getting tried of the artificial extending old content due to time gating.

    The bold, THAT IS THE DEVELOPMENT ISSUE OF NOT GIVING CONTENT TO PEOPLE! That happens because we are not given content, so they are force to time gate to make use of the little content we are given. This game has a high turnover rate of sub/unsub frequently because of the lack of content.

    Quote Originally Posted by Snow_Princess View Post
    I just had this convo with someone:
    (shout) To be fair some of the XI stuff would be a nice addition to this game
    Me (tell): your suggesting this game needs more content like ffxi offered many things to do yes?
    (tell reply)> and a higher challenge rfor endgame serious raids yes

    There isn't enough content in this game.
    I talk to people in the game, people do feel like this, this may be a news flash but most people do not visit or post on the forums.
    (2)
    Last edited by Snow_Princess; 08-04-2017 at 12:44 PM.

  2. #2
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Snow_Princess View Post
    -snip-
    You say people are getting tired of artificial extension of old content due to gating. When you fail to realize something: content becomes old the week of the patch day, if not the same day as the patch.

    Content that takes months to make is old content faster then the content that can be made. You literally cannot make content fast enough for an MMO to try to go with a gateless system. Every single MMO developer in the world will tell you that.

    Be it the gate is measured and can be mathed out like what we have here... or like in many other MMOs where it is completely random drops with low drop chances that could take years of farming, or only minutes of farming depending on your luck.

    Which every time I see the RNG gating, it always leads to mass burn out and an overt focus on retention mechanics to force a need to keep logging in every day to compete to try to keep people playing through the burn out. As well they have to be even more aggressive in getting new players because they burn the ones they have out faster then they can often times be retained.

    Which happens to be one of the reasons why WoW is struggling to retain subs and is losing them to other MMOs like FFXIV. It got so bad that they stopped reporting sub numbers after losing 50% of their population in less then 6 months after the Warlords of Draenor launch.

    Every MMO does the artificial extension of old content. Its required to make it from one patch to the next if you want to retain player counts. Cause no company can compress 3 months worth of work into 1 week to keep up with a weekly major content patch schedule to try to outpace player consumption of content. Its an age old unsolvable problem of MMOs.

    Quote Originally Posted by OmegaStrongtan View Post
    Since I'm a genius here a suggestion to remove tome cap, allow to gear multiple jobs at once without allowing anyone to completely gear up in one week:

    1. Tomes have no cap.
    2. Omega normal loot is uncapped except for weapon. Weapon item will go uncapped after 7 weeks.
    3. No change to Savage Loot? (not sure here)
    4. Can only buy piece of Caster, melee, tank and Heal piece per week. Same for Omega normal loot.
    And then people like the OP come in complaining about the fact they have to wait a week for every piece means they cannot gear their other jobs. So if they like to play NIN, SAM, and DRG then they are shit out of luck cause all of those count as melee DPS but do not share gear and thus perfectly viable reason to complain about the gating like the OP has been.

    The only way to satisfy people like the OP is to remove the gates and let people burn out the content fast and then abandon the game just as fast.
    (3)
    Last edited by TankHunter678; 08-04-2017 at 11:38 PM.

  3. #3
    Player
    Skivvy's Avatar
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    Jun 2012
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    4,178
    Character
    Boo Box
    World
    Rafflesia
    Main Class
    Sage Lv 100
    Quote Originally Posted by TankHunter678 View Post
    You say people are getting tired of artificial extension of old content due to gating. When you fail to realize something: content becomes old the week of the patch day, if not the same day as the patch.

    Content that takes months to make is old content faster then the content that can be made. You literally cannot make content fast enough for an MMO to try to go with a gateless system. Every single MMO developer in the world will tell you that.

    Be it the gate is measured and can be mathed out like what we have here... or like in many other MMOs where it is completely random drops with low drop chances that could take years of farming, or only minutes of farming depending on your luck.

    Which every time I see the RNG gating, it always leads to mass burn out and an overt focus on retention mechanics to force a need to keep logging in every day to compete to try to keep people playing through the burn out. As well they have to be even more aggressive in getting new players because they burn the ones they have out faster then they can often times be retained.

    Which happens to be one of the reasons why WoW is struggling to retain subs and is losing them to other MMOs like FFXIV. It got so bad that they stopped reporting sub numbers after losing 50% of their population in less then 6 months after the Warlords of Draenor launch.

    Every MMO does the artificial extension of old content. Its required to make it from one patch to the next if you want to retain player counts. Cause no company can compress 3 months worth of work into 1 week to keep up with a weekly major content patch schedule to try to outpace player consumption of content. Its an age old unsolvable problem of MMOs.
    This probably would need to be in a separate discussion thread on its own, but I find part of the reason why XIV and its content becomes stale so quickly is the level of vertical gear progression that they chose to go with.

    Each major patch brings us a new tomestone, where everything else is instantly outdated and obsolete. We normally get 2-3 new "expert" dungeons, a new 8-man raid, and down the line a 24 man raid. The pattern is stale and predictable. Sure, we visit old dungeons now and then, but I think most of us probably only ever see them when doing our Roulettes as there is very little reason to ever go back -outside of helping new players or glamour.

    Touchy subject around these parts, but XI had a massive amount of gearing options and end-game variety by this point in it's life. At 4 years in, they had just released their 4th major expansion Wings of the Goddess. I'm sure I'll probably forget something, but that means gearing could be done by Dynamis, Assaults, Einherjar, Limbus, Salvage, Sea, Sky, Nyzul, ENMs, BCNMs, ZNMs, etc. The fun part was that everything was still completely relevant, even the events that came out that first year. Reason being - horizontal gearing. Gear had very specific stat and various skill boosts - so you would want to collect specific pieces to buff certain actions and abilities.

    Now, obviously XIV is a completely different game, and they've gone down a very different path. Just pointing out that not every MMO's content is outdated the week it comes out It's amusing to me how SE has gone from creating one of the more challenging MMOs, to creating one of the more simplistic ones. Just looking for some middle ground here.
    (3)
    Last edited by Skivvy; 08-05-2017 at 01:46 AM. Reason: mixed up words..again.

  4. #4
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by Skivvy View Post
    This probably would need to be in a separate discussion thread on its own, but I find part of the issue XIV and their content become stale quickly is the level of vertical gear progression that they chose to go with.

    Each major patch brings us a new tomestone, where everything else is instantly outdated and obsolete. We normally get 2-3 new "expert" dungeons, a new 8-man raid, and down the line a 24 man raid. The pattern is stale and predictable. Sure, we visit old dungeons now and then, but I think most of us probably only ever see them when doing our Roulettes as there is very little reason to ever go back -outside of helping new players or glamour.

    Touchy subject around these parts, but XI had a massive amount of gearing options and end-game variety by this point in it's life. At 4 years in, they had just released their 4th major expansion Wings of the Goddess. I'm sure I'll probably forget something, but that means gearing could be done by Dynamis, Assaults, Einherjar, Limbus, Salvage, Sea, Sky, Nyzul, ENMs, BCNMs, ZNMs, etc. The fun part was that everything was still completely relevant, even the events that came out that first year. Reason being - horizontal gearing. Gear had very specific stat and various skill boosts - so you would want to collect specific pieces to buff certain actions and abilities.

    Now, obviously XIV is a completely different game, and they've gone down a very different path. Just pointing out that not every MMO's content is outdated the week it comes out It's amusing to me how SE has gone from creating one of the more challenging MMOs, to creating one of the more simplistic ones. Just looking for some middle ground here.
    I want to hug you. Unfortunently gear worked very differently in ffxi and did not really determine what players were capable of. I remember the days of wearing low level gear at 75 and still doing well enough before getting a majority of endgame gear. Gear in that game did not determine your capabilities... Horizontal progression wont work in this game though with the way it is and Devs know that. Until they introduce different kinds of stats or ability/skill bonuses we are going to be left with going after other gears just for mostly aesthetics or if someone is super serious "da best" secondary stats...

    A vertical system could still work but the disparity between ilvls is creating a very wide gap. Gear is too powerful of a determining factor in regards to our characters overall power. Character level is practically irrelevant. An average ilvl that is 10 lower than an average ilvl of another gear set is drastically less powerful . The only way I could see a vertical system working a little better with how powerful gear can make the player in this game is if there was literally 2 to 5 ilvl differences between gears max. In this way dungeon gear would actually even be meaningful and even recent content gear would still be viable and also eliminates gear rushing all together. Of course this isn't a fix all because extremely old content is still going to suffer. Devs are shooting themselves in the foot with this gear system IMHO. These huge ilvl gaps completely invalidates previous gear.

    It could all be a gimmick to keep people subbed though. U can literally fall behind and can't even do new patch content if your ilvl falls low enough, imagine that...
    (2)

  5. #5
    Player Snow_Princess's Avatar
    Join Date
    Sep 2016
    Posts
    701
    Character
    Princess Sakura
    World
    Balmung
    Main Class
    Summoner Lv 52
    Quote Originally Posted by TankHunter678 View Post
    You say people are getting tired of artificial extension of old content due to gating. When you fail to realize something: content becomes old the week of the patch day, if not the same day as the patch.

    Content that takes months to make is old content faster then the content that can be made. You literally cannot make content fast enough for an MMO to try to go with a gateless system. Every single MMO developer in the world will tell you that.
    It does not take months to recycle content. It would only last a day because they do not give content. How come other MNOs do not gate/ recycle content to this degree?

    A lot of gear is palette swamping
    A lot of item icons are recycled

    A lot of MNOs? are 1 job per character, and it does not take forever to level a new one to max level access, here it is very hard because of MSQ gating, so if they are going to advertise all jobs on 1 character, this kind of gating they do currently is counterproductive to it.

    I understand they need some kind of time gating, but they should change it so it is not one job to gear along with changing from copy/paste content.
    (2)
    Last edited by Snow_Princess; 08-05-2017 at 03:05 AM.

  6. #6
    Player
    TankHunter678's Avatar
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    May 2016
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    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Snow_Princess View Post
    -snip-
    A large chunk of MMOs do not even have palette swapped gear, they just have the basic character outfit and the gear is not even modeled outside of maybe the weapon. And a MMO like World of Warcraft uses the same recolored armors from the previous expansions. At least FFXIV has mostly new gear models in a new expansion.

    And actually for a lot of MMOs they do take forever to level a new character to max level, the ones that are easy to level another character to max happens to be the last hold outs of pay to play MMOs specifically WoW and FFXIV. Its pretty clear you have not played Korean grindfest MMOs which make up the majority of the market.

    Not to mention other MMOs actually recycle content to a far, far greater degree then FFXIV. I mean damn, you must have played very little of the MMO market over the years to not have seen that.

    And talking with my friend, who is a long time MMO player as well, uncapped tomestones means that people will grind it out in a week or two and stop paying. They stop playing till the next progression patch, something that only comes once every 6 months, and that is also a large portion of the playerbase who plays like this. This is why WoW has been trying to push to have yearly expansions by sacrificing the current expansion, so that they get larger more regular surges of money rather then trying to make an expansion last. Cause all they see is they release an expansion, get a surge of money, and then the money tapers off to briefly rise whenever a new raid tier is released and then drops again.

    Imagine if half the playerbase (this is a themepark MMO after all) stops paying and playing the game because they have no reason to run the content anymore because it only took them maybe a week to cap out everything they wanted. The result would be massive profit loss which means that Square needs to start firing developers to fit the budget they are getting. Which means less content gets developed due to too small of a team which leads to even more profit loss because there is no way they can develop enough content to keep people around for more then a week if things were not gated.

    In fact, how about you go and find a thriving MMO that does not have a endgame gated in some manner. Especially raid level gear. Which is what you are complaining about being gated in the first place
    (4)