If your only fun in game is raiding you still can do the older ones with min IL.
If your only fun in game is raiding you still can do the older ones with min IL.
Well then your first post was just a bit unlucky.It looks like it's partly my fault. I was more trying to use that as an example of development resources being too focused on one vocal minority can easily cause problems. WoW's raids aren't too difficult. In fact at their lowest difficulty setting, they're even easier than FFXIV 24 man raids, but they still have a relatively low clear rate. What makes WoD a good example though is because raids were essentially the only completely developed content for the entire expansion. Nearly all other features were cut, dropped, or just otherwise under performed. From other's confusion it appears I just didn't explain myself well enough.
I'm sorry, I didn't catch that. I would never think that players are the problem. In fact I'm very glad FFXIV got super savage even though it's the kind of super niche content that I'm wary about. It's nice that it's in the game. I just don't want it to be something the devs spend a lot of their time on. Unless of course it's beneficial to the game in other ways. There was a lot of twitch coverage on people doing Ultimate Coils, so maybe I'll have to wait and see how that turns out.![]()
Or if you've already done them a few times... >x>
I actually I love doing old content with minimum ilvl but I seem to be one of the VERY FEW since I've never been able to put together a party of people to do anything. Hell, I even my synced parties don't fill up. It's useless. But if they were to create incentives and give players a reason to do these kind of things, I'm sure at least a considerable portion of players would come together for it.
I have a lot of ideas of how they could make players do older content either synced or at minimum ilvl, but I'll just list some simple ones that don't require much explanation:
1. Doing certain Extreme trials and older Savage raids at minimum ilvl awards players with special tokens that can be used to efficiently level up another character.
2. A new type of shorter Wonderous Tails where you can't unsync the fights, and they're only Extreme/Savage content.
3. A new type of roulette, similar to Mentor Roulette, but exclusive to Extreme Trials and older Savage Raids. The rewards would reset daily and would grant increased amounts of gil (I'm looking at around 50,000 gil) and/or tomes once a day, with repeats just granting a small amount of gil (maybe 10,000 or so).
4. Completing trials at minimum ilvl automatically drops the respective mount.
A very rough quick example as it's like 3am hereI suspect it's that and how do you incentivize the next tier if all the current gear remains relevant? The latter of which I understand to an extent. If Omega 5-8 is tuned towards gear we already have, what's the reward for clearing it? Games like FFXI or even WoW get away with a more horizontal focus by gating progression behind enormously long grinds. If I recall, the Artifact equivalent WoW weapon you build takes ages to finally reach max level. Another side-effect of doing that is it promotes focusing on a single job since very few people will want to repeat said grind on multiple jobs. And you will be expected to have this better gear for raids. .
you could simply stagger the gear out more. rather than replacing entire sets of gear every single time. just replace a few pieces.
You could have omega 5-8 pretty much focus on right side drops only. have 5 drop some rings. 6 drop some bracelets sort of thing... given the number of players that want to gear multiple jobs this wouldn't be that much of an issue. might even allow you to tailor drops specifically for each job. rather than one casting ring for all 3 casters that might have awesome secondaries for smn but useless secondaries for blm.
then in omega 9-12 you might do the left side gear and once again could separate it out more for jobs to expand content life. no more this tank body is awesome for pld but sucks for warrior and drk. or this healer body is great for ast but sucks for whms.... might actually allow bettor looking gear as well. that's more thematically fitting with specific jobs.
might actually also allow them to create more interesting and job relevant stats or bonuses as well. a blm body that might add +1 second to astral/umbral durations or something. might be enough to squeeze out that extra fire 4. and certainly be more interesting than just a few extra points of int and spellspeed.
players have complained about all the stats being dull and uninteresting ever since 2.0.
something like this would also keep content relevant for much longer even when 9-12 came out for example 5-8 would still be relevant content.
that's just 1 randomly thought up idea
there's a hell of a lot they could do really when you think about it
Last edited by Dzian; 12-05-2017 at 11:58 AM.
I'm a little confused about people saying they only log on for 3-4 hours and that's new to FFXIV. I just knew it as Raid logging and it was something a lot of people in many mmo's did, am I missing something?
Personally I felt OS1 was the perfect start for a beginning raider, it would be just challenging enough for them but not too hard so they wouldn't get disheartened about trying. Shame to see that it still didn't incentive people to try.
I really liked Coil when it came out, it was a really fun raid and I really hate how FFXIV had reduced it's raiding to "Boss in a room, no story you haven't seen k go" Alexander was unfun as it was but that made it painful and while the fights are decent in Omega, they just don't have the same punch as... say Ice Crown Citadel or even Karazhan (I'm an old school WoW raider, forgive me)
Raid has never made a game though, I can link to some stuff about how Casual's are the core demographic for any MMO if you'd like.
4.1 is also a boring patch. Without Eureka there's not a lot here.
Personally I wouldn't like story locked behind waiting on 24 people for me.
I would like to see extreme solo and 4 man dungeons and trials. Half the work is done with reusable assets. Doesn't make sense to use resources on content hardly anyone does and not use it for something more people might do more. I am not saying get rid of raids, but apply the same design focus for solo to 4 man content.
Content a little harder than your normal stuff. Which I think normal and hard modes are normal.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
I agree would love more solo content that waas a challenge that you could do and didnt need other people to help withPersonally I wouldn't like story locked behind waiting on 24 people for me.
I would like to see extreme solo and 4 man dungeons and trials. Half the work is done with reusable assets. Doesn't make sense to use resources on content hardly anyone does and not use it for something more people might do more. I am not saying get rid of raids, but apply the same design focus for solo to 4 man content.
Content a little harder than your normal stuff. Which I think normal and hard modes are normal.
How would you make solo content more engaging/challenging? Would you increase mob HP? Damage? More glowing circles on the ground?
I'd be curious what you could come up with given the constraints of the current design, because I've failed to come up with anything.
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