No the dungeons are not the same, I addressed that. You are playing differently across different jobs to keep 100% uptime, and each job needs that to performed differently, some jobs more then other like BLM, needs to know the fight better so they can cast skate to the right spots while keeping 100% uptime. This means you also really need to know the fight well to properly time triple cast and swiftcast to allow longer movements to attempt 100% uptime, then you got laylines and aetheral manipulation, For MCH that means you need to know when to hold wildfire during phase outs, same with SMN with DT managment + trying your hardest to keep aetherflow on CD, for MNK it is proper use tornado kick in prep of knowing a phase change is coming, along with perfect balance and other things to be a good mnk dps (mnk is very busy)
Every job has a different way of doing these different fights to maximize uptime, in diadem 3.0 everyone does the same thing, just mash buttons to make sure you get gold, those 2 ...2 new features..? eh? pushing the annoying elemental wheel so you always get a bonus? I can claim each trial has a new feature when it has a different duty action (and again timing this right while you are on CD may be different from job to job to keep up 100% uptime) ... im not sure what the other feature you are even talking about, PoTD had its own leveling scale and way better implemented then diadem 3.0 does, if your refering to that.
If you want to throw in the maximize uptime challenge for diadem 3.0's side, then I got a simple counter for it, you can't because you cant see what is going on due to poor server performance, so you can't even perform or get close to 100% up time like you can in duties because the servers are too poor with input delays with that many people around. I also know they have too much hp for 8 people, and too little for 100 ish people, so it is hard to argue what those mechanics are even assuming.
The above addresses this as well.
https://www.youtube.com/watch?v=QF29...youtu.be&t=524
This really shows something here, he complains about "server lag" even on a high end computer with .. average? I guess? internet speed. Up def could be better but the end of the day SE should of tested this better and know they have server problems when you have more then 24 people in a small area by now.
So with that glaring problem, there is no way you can argue the 100% up time challenge in this diadem 3.0
The comparing it to ffxi and being "old school" is also flawed because this viewpoint is only looking at a very narrow aspect, the grind. If we look at FFXI's sense of danger, it was more prevalent there. For one, people learn where to camp and where not to camp at night, as low hp has a HUGE aggro range that this place does not replicate. second, new MMOs are that, new, this starts and finishes you with the same abilities, rotations, so on, so the idea in itself defeats itself as the notion is literally impossible. For this to remind you of ffxi, you are taking a very narrow viewpoint and not looking at what made ffxi as a hole and how you dealt with problems there. A person even touched on what these other aspects are, and I think it went largely ignored. It is a simple fact diadem 3.0 is too small of a zone to give such a feel. There is no sort of puzzle or time sink moving between major places.
This means monsters are way out of place to give this kind of feel. You did not typically run across one zone, going from monsters you can beat to stuff that can one shot you in a matter of a 30 second to 1 minute length run (yes I timed it, it is a very small zone) When things threatened your party, it did not one shot you, yeah it could kill you quickly but you could escape with good kiting skills, making the monster path longer then your direct runs. You ran the risk of home pointing if you where not careful, not because of the exp loss but more so remaking the track to you destination was the real time loss. Here it is not hard to find a raise because again, how small the zone is.
In old MMOs esp ffxi and runescape, things last, this grind you do is going to be worthless 6 months? a year at most? This diadem 3.0 failed to reflect such feel of gear lasting since. The problem putting this "nostalgia" in FFXIV has to do with the combat systems as well, what they gave is in diadem 3.0 does not really fit with ffxiv's combat system overall where it worked in ffxi (also the fact old ffxi, pre abyssea was based on the idea of killing one thing , rest about 10-15 , the break given as a thf or what have you pulled. So when people pull "reminds me of ffxi" I feel that is said from looking at things from a too narrow scope.)
Making bad content basically to make the community find a way to make it "tolerable" is not a pro for said content. You are basically admitting it is so bad, it is up to the players to make it somewhat tolerable.
I hate the lockbox system because it is too much inventory bloat, I really do not want to turn them in because I don't want to go though tons of useless items, wasting my time to discord them in mass to hope for a mount. With the amount of lockboxs they throw at you, it should just been a currency.
At the end of the day I have issues with releasing a "beta" or experiment, this late in the expansion. To me such an experiment should been released on 4.0 - 4.1, if this happened I would be a lot more forgiving. Given delay after delay however, it is expected to have something more polished. I do not see how anyone can see any positive in this kind of design other then lul to finish a relic is quicker in rl time (my counter, the start up cost in time/cost of time in one sitting, is too high, something no other grind in ffxiv had)
No, because that is based on pure opinion, the other can be backed with logic.
+1
Problem with this idea is lack of level sync, it is hard to find 7 other people within 1 level of you. Basically your suggestion is too sadistic with the current state. You are going to routinely fight stuff that will one shot you over and over again because of the lack of people at the same level range. It does not feel dangerous because the zone is too small, and because of that cram too much in small areas, that simple. I do not think SE has enough server space to make zones big enough to fit such a feel and put fitting monster levels at each spot in the zone(s)



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