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  1. #11
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,776
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by KaivaC View Post
    The point is that you don't think it's a good idea, simply because you don't want to do it.
    Please point where I said this. You are putting words in my mouth. I said, repeatedly, that the issue is that this would come at the cost of new content, which means anything from losing one or two primal/raid tiers to an entire patch cycle. And again, arguing against the point not being made. This is about what the dev team should be putting resources into, and the raiders only play 1% of the content. It's not in the dev teams best interest to design new content that only raiders play, since they don't respect the developers enough to not spoil it. If the developers are going to spend any development time on anything new, I'd rather they come out with new content, and not give us 20 versions of Ifirit, Titan and Garuda again. They should be designing content to have more than 2 days of longevity, and that is perhaps why they are releasing content in smaller and smaller amounts more frequently.

    Quote Originally Posted by KaivaC View Post
    Don't mean to take away from this thread, because the ideas therein are amazing and I would love to see it to fruition - but the pessimism is honestly quite annoying.
    If you have nothing to add to a thread, don't add to it.

    I add to the threads like this, because people don't consider the engineering requirements of, pretty much anything. I don't work for SE, I'm free to speculate on why something can or can't be added. The biggest reason why you won't see "something like Mythic+" is again, that was a solution to make WoW's stale content have more longevity. For FFXIV to have the same kind of thing, would require changing all the content to scale in ways that the content is just not designed to do, and the game has a hard enough time dealing with 24-player alliances, to say nothing of how poorly Eureka wound up being, both skill and engineering-wise.



    The most basic thing Mythic+ does is ramp up the hp/mp and damage. So in FFXIV context, this is like giving the monsters an extra X levels over your current level. If you've not ever looked at how the HP scales in FFXIV, every single monster in a dungeon is the same level, and has the same HP except the bosses. So the trash monsters with 6000 at level 50 end up being level 60 with 12000 hp, and four times harder to kill, to say nothing of how the boss monsters attacks all become instant-ko's that were originally balanced to take 50% of the hp off an appropriately geared player.

    That's why adapting this, "Like WoW" doesn't work. The part that does work, is how progression works, as that's exactly the same idea that unlocks "Savage" modes in FFXIV and we've previously seen this in coil where you had to clear all the turns in order every week. Just now instead apply this to the dungeon + level, or take the exact same cue as PotD and have separate party "save game"'s for that content. The other key thing about Mythic+ that I see is that there is a very strict time limit, and making mistakes/dying reduces the remaining time.

    Cue the call for nerfs on the first day, when players can't get past the first level because, oh gosh, it's hard. Look no further than the nerfs asked for PotD and HoH.

    Which is why I'm telling you, don't expect this kind of thing. WoW's version just makes content "harder" by changing the tuning knobs, which it can do because it plays differently. In FFXIV, changing the same knobs makes would just turn things into an endurance test, not a challenge. Level 50 monsters with the hp of level 60 monsters but no new skills, is still boring.
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    Last edited by KisaiTenshi; 07-27-2018 at 03:11 PM.