Yeah i remember how often we've got the same crap week after week but thats the same in most games except that you have the books here where you get what you want 100% after the X weeks. RNG is always a shitty thing.I hear you Mal regarding the RNG crap. I think it shouldn't be possible, not just for Savage, but this goes with the entire loot system, it should not drop the same items in Ridorana and Savage that it dropped the last week beforehand for you, and there should be absolutely no chance of double gear dropping in both chests whatsoever. Whoever thought those were good ideas needs a reality check.
"We don't want players rushing to complete the content and then having nothing to do."
...except that's kinda been happening already hasn't it? Yeah it's a flimsy reasoning to have, but eh.
Yeah i know their reason but lets be honest. If you don't raid and if you don't spend all your time in eureka you just log out after you capped your tomes and did your 24 man...maybe you'll craft a bit but thats it then.
Eh, there's other distractions. You can do gold saucer stuff, work on DoL/DoH like you mentioned, or run old content in the PF for mounts/glam/achievements. It's not like there isn't anything to do aside from raiding/eureka, it's just there's a severe lack of incentive to do any of it beyond "well, I pay for this game monthly, better get my money's worth."
Yeah you are right, there is a lot to do in general but if someone is not interested in these things or they get changed that you completly dislike it (pvp cough) then the lack of incentive is so big that you probably don't log in after you capped your tomes or got your weekly loot, which sooner or later leads to just stop playing the game or take a long break.Eh, there's other distractions. You can do gold saucer stuff, work on DoL/DoH like you mentioned, or run old content in the PF for mounts/glam/achievements. It's not like there isn't anything to do aside from raiding/eureka, it's just there's a severe lack of incentive to do any of it beyond "well, I pay for this game monthly, better get my money's worth."
I disagree with the bit about flying. One of the biggest means of transportation in this game is teleportation. If you are asking to get rid of flying, you might aswell get rid of teleportation.
Thing is, It doesn't work for W.O.W. so well because W.O.W. is a HUGE open world game that can take a long time to get from point a to b. You can't just teleport 50 different places at a moments notice so the flying really kills the open world for that game. This game however? No, it doesn't. Everything is seperated into small instances with 2 or so atherytes in many of these areas.
For exploration, flying can work too. In fact, areas can be DESIGNED for flying like in Flyff mmo. WoW designed Wotlk so that u can truly admire the expansions area design only from a flying perspective and honestly, if you just want to walk everywhere... you still can. Just walk to the places you cant reach and ONLY fly when its to get up a place you can't reach. I mean... If you can only reach places by flying its still exploration... You say that It would be unfair cause you would progress slower than others but again, this is something YOU personally want. Why should others be restricted/punished because of your own subjective sense of whats fun? THAT is pretty selfish.
Last edited by Wolf_Heartnet; 08-20-2018 at 10:46 AM.
The "big empty maps" are here to serve a purpose. You explore them onfoot while doing hours of main quests and side quests, and also while searching for the winds. After that, you enjoy the new perspective by being able to go anywhere you want thanks to flying. Who didn't explore that Coertas cave with that awesome frozen and chained dragon and didn't think that was cool? You can even do your exploration log to get more lore about the place and some of its vistas.
But after that's done, the map will lose its value and only serve as a vesel for ongoing quests that make you go back there, for gathering, and doing beast tribe quests. And that's fine.
FFXIV was never a game about its semi-open world content. And, again, that's fine. Existing only for the firsts "awe moments" and then be put aside is fine. Not everyone wants to be forced to spend dozens of minutes each day traveling maps you've seen countless time. Not everyone want a bazillion building where you can enter... but which serve no practical purpose and has absolutly zero value after entering it once.
Anyway, the maps are definitly not empty. They serve one purpose that each player has to go through at least once. And that's it. That's why they exists. That's what they are designed for, and it works well.
What you (OP) want is a completly different approach. But please understand that this is not something everyone wants. Far from it.
Last edited by Fyce; 08-20-2018 at 10:49 AM.
My solutions:
Bigger maps. Can only take off and land in specific locations. Zones within maps that serve as open world dungeons that provides other long term rewards besides exp or grinding the stats on a piece of equipment.
Gear should be a horizontal progression. Different gear brings different options, none of which are clearly better than the other, but serve different purposes. Imagine a Paladin's shield having a property that increases stun duration by 2 seconds when using Shield Bash, and having to choose between that and another Shield which shortens the cooldown of Bulwark by 60 seconds. This is horizontal progression. Even more additional options can be provided, and even further than that Materia can supplement options you'd otherwise be sacrificing on, such as slotting a Materia into your Bulwark shield which increases stun duration from Shield Bash by 1 second rather than 2.
Materia right now is beyond boring. It increase stats no one needs that only the very forefront of progression players realistically utilize well.
Imagine the dungeons in FF15 and then imagine being able to play something like with with 3 other players. Imagine going in some direction other than a straight line.
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