For a game which strongest feature is the armory system - all classes in one character it has an amount of unjustifiable grind and content elongation through timesinks.
Yes, MMORPG have to make their content last and last, but there are much better ways to incentive this than merely locking things behind low drop rates, RNG progression and grinding in general: Replayability, Progressing goals, achievements, challenge modes, etc.
This is by far the game i see the best candidate to break the mold in terms of "MMORPGs have to have grind", which has been the estandar for way too long and has put the genre as a whole and gave it it's stigma of "only for people with too much free time".
I would literally cut all the grind in half at the lowest, and some even further. Some rewards need to stay rare, but what is relevant for gameplay purposes and overall performance, should be much, much faster to acquire. Specially stuff like tomestone gear (which in stormblood had the first set basically for half the usual price and was so much better) and relic related stuff, even raid gear, should have some sort of "player only" drops that guaranteed a drop at every single instance and not just the weekly one at the end of the set of trials. Yesterday i ran 8 Omega runs, all i got was a single bolt, that is not fun.
Being able to gear up multiple classes faster enforces replayability, less grinder content reinforces enjoyment, people should be rewarded for participation and their skills at different play sets, not because they lucked out or throwed endless hours into something.
Just ask how many people had actual fun finishing their relic, and then ask them when they are starting the next one. The game needs to address this: Gearing up one class should be a matter of days/week, not weeks. Gearing all classes shouldn't take more than month and a half, giving players time enough to actually enjoy their rewards making them much more worthy of obtaining, and replaying content to acquire more for more classes. As game, this has literally everything it needs to stop being a grindy mess and become a player regulated progression game, where is the player who decides it's pace and not the weekly lockouts, constant tomestone grinding, weekly drops, RNG... Let players be rewarded by their skills and completion of challenges, not by a random factor.
As for the negative: Some people would burn through the content, honestly, i see this as more of a upside: First off all, most people that do get left without content to do are being dishonest, at this point is quite literally impossible in this game to run of stuff, there are achievements and rewards and progression everywhere, they are just not interested in those because the grind for their main classes and optimization already spent most of their game time, so players kinda focus on one or potentially 2 main activities, while they relegate the rest of the game to the background, and further, many of them don't even play certain features or explore other possibilities, there is people that level classes but never gear them and is not because they lack the motivation to do so but they lack the time and focus.
Also, there is actually people that DO most of the content the game has to offer and like, i knew one who got all his relics for all his classes at the beginning like, right in a month or something like that (Also completed like 7 zodiacs in total during its PATCH)... Yeah, there is that kind of people, and the game shouldn't be designed in any form, shape or color around them, they are literally "unsatisfiable" as they are people with little to no responsabilities and unhealthy amounts of free time.
In the end, a change like this would do far more good than bad, many players would come back (i do know quite a few that would if they had faster gearing) many more would experiment with other classes, options would open for everyone, instead of grinding through content to gear one class, multiclass gearing would become something, people would expand to other areas of content, give it enough rewarding goals, progression bars, strictly coded player paced progress through all the game and people would do it, and probably repeat it if its rewarding enough which would also help with the massive amount of dead content we have.
The game is kinda built around the multi-class feature, yet it progresses as if players had 1 or 2 classes... It's contradictory.
People after a duty should say: "Great, i got what i wanted, now for the next goal!" instead of saying: "Im glad thats over, i'm not touching this quest/duty/fight/trial/raid again".
If people geared up faster, it would also mean more people would be able to tackle more challenge, it's been said plenty of times that people that do raid and harder content are few and i believe a huge culprit, more than the difficulty curve (or lack of it) is the gearing progress and that they also play other content, and i really don't understand that rationale, why would someone had to sacrifice time between activities just so they appear to be "worth" based on timesinking alone instead of skill or learning? Faster gearing means people have more time available to try the rest of the game outside the grind cycle. Faster gearing means rewards are instantly more meaningful as they can be used and they don't get "outdated" as fast and that is also a massive issue, most rewards today will be irrelevant next patch/expansion, converting all that time invested in time wasted.
Yes, the threadmill cannot stop, we know it, but it should definitely slow down quite a notch. There is no logic in months worth of grind for gear that will be replaced weeks after. Most of the people i play with usually finish their grinds after the next patch.
Let players choose, if someone wants to get all 15 gear sets of X raid in 3 months, they should be able to. If someone wants to just quickly gear up 1 class because it's their priority and then tackle new content with their gear, they should be able to. Right now rewards are just too slow, too random or too short lived and some are all 3 at the same time, and entering 2019 that's not good anymore... Even by MMORPG estandars, especially in a MMORPG that has such a strong multi-class system and massive amounts of content waiting to be replayed and revisited for achievements, glamours, pets, mounts, challenge, etc. that could use faster and more meaningful, player controlled, progression. Reward players for playing, not for time wasting, be respectful of our time. And yes, i know this sounds as if i wanted "everything given away", but honestly, i do have a job already and sinking 2 hours of my free time to not be rewarded is not exactly making me feel like touching this game for next 3 days or so and i believe is a sentiment many of the players that are right now unsubscribed to this game would share.
"Man, the game is good, is pretty and the world and story are cool, but i cannot do it man." I've heard it way too often as a way to describe why they don't play.
Slow down the mill, release the drops, soft up on the RNG, promote replayability, give more achievements, more goals, let players progress as they want and not as the threadmill demands, let them explore the world beyond their lockouts. I bet most people would be willing to re-do fights just for the fun of them if the grind wasn't so nauseating, like, i have 40 zurvan totems and i cannot stand the sight of him, sad, because is a really fun and pretty fight. I would probably play it and many other content if the reward was worth and my experience in said content wasn't so emotionally torn by frustration and the feeling that i could have been playing a much rewarding game during all that time. I still don't have that bird. I have not even tried since 3.5 honestly.
Damn, i bet even the diadem would see people coming back to it if rewards were a bit better and their achievements would a bit less grindy to get.
RNG rolls are bad game design, Time Sinks are bad game design. Stop it, it's 2019.


Reply With Quote







