And sorry about those weird slashes. I'm on mobile and it added that by itself.
And sorry about those weird slashes. I'm on mobile and it added that by itself.
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.
Can't edit on mobile so I have to address this separately. Now I'm not going to make any assumptions about your progression, but for the sake of full disclosure I'm on D3 savage with my static and we are waiting for our brd to get back from vacation before we make a serious attempt to down her.
I can tell you straight up that even having full tomestone gear in a week won't suddenly mean everyone is going to one shot D4S let alone D3S. Gear will help you with the enrage, but the mechanics are basically tuned in such a way that if you mess up, you're getting one shot.
Tomestone gear isn't suddenly going to trivialize the Halcarnassus book phase or unstable gravity in catastrophe.
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.
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.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.
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.
Last edited by TankHunter678; 08-04-2017 at 11:38 PM.
I'd rather have the choice to burn out fast and hard rather than slow and painfully like I have with the current system. Since either way I'm burning out, and really only log in to cap tomes for the week and raid.
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.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.
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 outIt'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.
Last edited by Skivvy; 08-05-2017 at 01:46 AM. Reason: mixed up words..again.
He have not asked about increasing content difficulty (so you really need the higher ilevel) or decreasing tome rewards (so you don't have a set within 1 week) with removing the tome cap, so yes
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...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 outIt'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.
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...
MMORPG content has a limited shelf life. And there are a few ways to stretch that: gating (FFXIV), very difficult/inaccessible bosses (WoW BC), RNG stats (Diablo), gear decay/loss (sandbox style), upgrading gear grind (Korean style/WoW Legion), horizontal progression (FFXI).
Point is, one way or another, you're gonna have to hold a carrot out in front a players. Otherwise you will not retain the subscriptions to continue to produce high quality content.
And for those trying to say that carrots are a bad thing, they're just not. If there were no carrot in a game, you would never play the game. Period. Carrot = goal. No goal = log off. Pretty simple concept.
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