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  1. #1
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    Join Date
    Dec 2017
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    Ul'dah
    Posts
    496
    Quote Originally Posted by dinnertime View Post
    Out of all of those, people tolerate Treasure Hunts and to a lesser extent, PotD/Deep Dungeons.
    They are new, yes, the problem is it actually isn't. It's still the same trash mob-killing you always see but in a new coat of paint. It's not innovative nor interesting and people are already tired of that.
    What do they change? Cause everything at a basic level is go here and kill a thing. I don't think you can blame Eureka for doing that when it has the biggest change in the whole game. Deleveling. You don't have to like it.. BUT it IS a change.. a change that has NEVER been in XIV. Other than flat out changing roatations or taking them away OR literally changing what you do to mobs - like NOT killing them and talking to them or whatever- no change to this game will make people feel like it's new cause at the end of the day. you're still going to be go here kill/find/click/dig a thing. It's always going to boil down to that.
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    Last edited by ko_; 03-19-2018 at 08:17 PM.

  2. #2
    Quote Originally Posted by ko_ View Post
    What do they change? Cause everything at a basic level is go here and kill a thing. I don't think you can blame Eureka for doing that when it has the biggest change in the whole game. Deleveling. You don't have to like it.. BUT it IS a change.. a change that has NEVER been in XIV. Other than flat out changing roatations or taking them away OR literally changing what you do to mobs - like NOT killing them and talking to them or whatever- no change to this game will make people feel like it's new cause at the end of the day. you're still going to be go here kill/find/click/dig a thing. It's always going to boil down to that.
    They should create content with better objectives and fail conditions that is not just full party wipe.

    Take Eureka, instead of what we have now they could've reduced the number of participants down to an alliance. Reduced the timer to 30 min. Make the XP chain longer than 30. Instead of the NM auto spawning have an item drop at a certain point in the chain so that you can gather the whole alliance before you fight it. Make the kill chains more meaningful, at chain 50 you drop a boss pop item at chain 100 it drops a different version of it that triples the XP/loot.

    Make certain NMs extend the timer +X mins, make other NMs drop items/crystals, make an NM drop an item that changes day to night or vice versa, make an NM that force changes the weather.

    Instead of the zerg train we have now, make us actually coordinate the parties depending on the group objective. We can split the alliance into 3 parties and each one goes to farm an extension NM.

    Do you keep groups of 8 together so they can do 100 chains where there's only 30 secs between each kill or do you split the groups into light parties of 4 and do twice as many 50 chains so you can kill 6 different NMs?

    Do we have to kill the weather NM this run so we can spawn another boss later on or do we skip that so we have more time in the zone?

    Ultimately you still kill things but what you kill, why you kill it and how many you kill can be different and how you do it in what amount of time changes the rewards from mediocre to very lucrative.
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    Last edited by SendohJin; 03-20-2018 at 01:28 AM.