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  1. #1
    Player
    MonteCristo's Avatar
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    May 2011
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    446
    Character
    Lamonte Cristo
    World
    Seraph
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Ayer2015 View Post
    It been stated a number of times in the past, that they dont expect you to play FF14 and FF14 alone. If you get bored of what is available, go do something else and come back when content is out that interests you.
    We understand, just simply asking can there be more diversity in endgame content ex. Fix eureka maybe and make rewards reflect the effort put in. I play many different games on PS4 and also own a switch but id like to play ffxiv more than 1 day week for 1-2 hours(aka my current situation).
    (4)
    Death Is Only The Beginning....

  2. #2
    Player
    Hawklaser's Avatar
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    Jul 2011
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    373
    Character
    Kyterra Lianleaf
    World
    Excalibur
    Main Class
    Scholar Lv 80
    First off, I want to preface this by competition does not equal world first clears, that is just the form I used for an example as the ones pushing for those tend to hit the out of content wall first. It can be anything from as small as trying to out agro the other DPS in the group, trying to clear more floors of PoD/HoH than any other group. I kinda went through the quoted posts below and bolded parts that hint at what I am getting at.

    You also have to look at what drives people to seek out a challenge. More often than not, it has to do with seeking improvement. What drives the desire for improvement? Usually its pride in what one does, or a competitive drive, sometimes both.

    The problem however is it also creates a skill divide, while I haven't cleared Titiana EX yet, I haven't particularly found her hard either.

    Quote Originally Posted by Zabuza View Post
    I would go for world/server first clears if I had the time, or the main job(Samurai is shunned for such things). My Zalera server first was before I got a full time job. Now, I just want refreshing content that can last for more than 2 months. I want them to think outside the box for fights(in this case quite literally.) I would love for fights to be implemented where you cleverly utilize the environment to kill adds on certain phases, or parts of the fight where the environment itself interacts with our character in unique ways(there are plenty of examples of this if you look at other MMOs.) I love PvP, but this game engine isn't built for that with the way the combat works so I don't talk about it.
    Kinda like the Aenc Thon and Hashmal fights on Steroids and also in reverse at times? I could see a lot of fun times if had to pass a dps check while the only place could do damage was on an Aenc Thon style tight rope and the boss could also actively push try and push you off as well.

    Quote Originally Posted by Zabuza View Post
    I would love if the Savage raids were even more expansive than coil was, with plenty of hidden mysteries to explore. Of course, I realize people don't wish to waste their time and want to go straight to the goal, so there would have to be proper reward incentives. For this, I think of something like chests that can contain an item that pops an NM, either inside or outside the raid, which in turn would drop high gil items to sell(Think KSNMs/BCNMs from FFXI). High-end crafting items having a small chance to drop off the trash in between is also something that can provide incentive. They can also implement a survival mode type endgame, where waves of enemies(tons of trash and bosses scattered here and there) rush at you(similar to one of your suggestions). Rewards could correspond to how long you survive and how many bosses you kill. What is sorely lacking right now in endgame is any form of exploration or adventure. It's just boss fights and that's it. It's extremely linear, as is the gear, which is also a limiting factor on endgame right now. If you made additional modes, the amount of BiS gear wouldn't increase, because there is no such thing as situational gear in this game, just flat stats. I would love to implement more exploration into our endgame, for it to feel like an epic adventure. But again, knowing how people are, there has to be some kind of reward for that.
    This would be the harder one to solve long term, the closest thing I could think of currently would be finding a way to mix FFXI's Moblin Maze Mongers, XIV's PoD/HoH with crafting. Crafters make the peices that lead to the generation of a mystery dungeon style of raid, iLvl determied by the peices, using pre-existing content to fill it in with crafting materials as the rewards. Including special materials used to make/upgrade new gear for use in those raids only as well higher iLvl dungeon peices. The problem lies in how to distribute the drops in a way to keep it from just being rng grind fest, or resorting to lockouts or punishing people who dont do it constantly.

    Quote Originally Posted by Nims View Post
    Not for me, I don't care about world firsts clears, never have and never will. I want challenging and lasting content. I want there to be a reason that I'm going out of my way to get this gear. Be it fun(raids here aren't fun any more, Coil was fun) or because I need it for world bosses or something else. That's the reason I don't play BDO as long as I'd like. I love the grinding, the open world, the pvp, and the fact quests aren't forced down my throat but there's no real reason for the grind. I grind for like what? Node Wars 2 times a week?

    Here getting gear for raids is an acceptable answer but the stuff is so easy you can clear it all in overmeld crafted gear.
    Quote Originally Posted by MonteCristo View Post
    This is more or less what i am saying too. Dont really care of EX trials or fighting for a world first. Would just love some Content that is lasting and can be done with replayability. Loved the way relic played out but it was a huge disappointment to put that much effort into a weapon that not only isnt BIS but does not stand the test of time. We have had like a million different relics. Would love one true ultimate weapon with something unique about it ex. Special hidden trait or weaponskill/ability. But i digress....To be honest i really thought eureka was going to be our savior and it was the exact type of content i was looking forward too....on paper it sounded GREAT....then it failed
    So Nims and MonteCristo both just kinda want something challenging and lasting that would create more of a long term goal it seems. One of the things I really liked about FFXI's RME's... they were awesome long term goals. Too bad every MMO ignores crafter endgame for the equation on things like that. They really could take overmelding materia like 10 steps farther with monster drops and a robust crafting system. And really any time investment peice of gear, I feel should have an upgrade system in place. You make V1.0 ultimate weapon, 1.1 boss comes out, it drops you a Ki to upgrade the weapon to be equal tier to that bosses drops.

    Quote Originally Posted by LadyKairi View Post
    I wish for more challenging content, yet I have zero interest in being world first or top of the leader board. I just like the challenge and bettering myself in challenging content. I like to compare myself to my superiors, but it’s more about learning and self improvement than being competitive.
    Though why do you really seek out the challenge and want to improve? Is it because you take pride in your play, or you want to do better than some of the other players you hear about? Out of all the others, you are the only one that did not mention anything that drastically jumped out more on the competative side, other than compare to your superiors. And many not only want to learn from their superiors, they want to surpass them.

    Quote Originally Posted by LadyKairi View Post
    I only really log in to raid on my scheduled raid days. We take our time, yet we still end up with a long period where we have nothing to really do after we get our gear and mounts. This content brings my static together. We have a lot of fun together, and progging with them is a blast. I also tend to stream our raid night, so even my FC fam tune in to experience the content when they either can’t prog or don’t feel they’re good enough to participate. It brings my loved ones together and it gives me a lot of entertainment (optimizing and finally clearing feels so rewarding).

    I’m not sure what I would add. I’ve thought even just one more boss would be fine. I’ve also heard of challenging 4 man dungeons, which I’m all for. I’m game for anything at this point. I just find the current dungeons braindead. I don’t even have to think about what I’m doing, to the point it just makes me really sleepy. Extremes aren’t that much better. I do have to say, though, I love the fact they add one primal every expansion that’s supposed to be more difficult than the others (thordan and shinryu), though I think one is pretty low. I find those the most rewarding.
    And LadyKairi is a fine example of why a handful of dungeons or raids should be designed to be released at an initial dificulty of savage/ultimate, and then retuned for the other dificulties. Titania - Titania Ex, and Innocence-Innocence Ex kinda showcase this slightly. To me, it seems like Titania was done from low to high, where as Innocence was done from High to low. If LadyKairi has done both, I'm curious as to which she preferred.
    (4)
    Last edited by Hawklaser; 07-26-2019 at 10:20 AM.

  3. #3
    Player
    LadyKairi's Avatar
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    Mar 2015
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    Gridania
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    553
    Character
    Kaja White
    World
    Lamia
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Hawklaser View Post
    Though why do you really seek out the challenge and want to improve? Is it because you take pride in your play, or you want to do better than some of the other players you hear about? Out of all the others, you are the only one that did not mention anything that drastically jumped out more on the competative side, other than compare to your superiors. And many not only want to learn from their superiors, they want to surpass them.



    And LadyKairi is a fine example of why a handful of dungeons or raids should be designed to be released at an initial dificulty of savage/ultimate, and then retuned for the other dificulties. Titania - Titania Ex, and Innocence-Innocence Ex kinda showcase this slightly. To me, it seems like Titania was done from low to high, where as Innocence was done from High to low. If LadyKairi has done both, I'm curious as to which they she preferred.
    My desire to improve comes from my early days here, really. When I first started out, I really didn't know how to play an MMO, or any game really, well. I didn't really realize it until I came here. I used to get berated for being "bad" and it made me feel terrible. So much so I chose to improve and not be considered 'bad'. Then I kinda just got addicted to trying to optimize, and now it's just habit. It helps me to feel better about myself and its something I pride myself. Plus its something to do besides just clearing a fight and simply farming it.

    I found the normal modes quite easy. Both extreme modes have their challenges. In Titania, mechanics were pretty easy/self explanatory. There is wayyyyy too much healer downtime imo. People mostly had an issue passing the dps check. Innocence, however, was a headache for me. Now that I've practiced it more, I have it down. It's just that darn mechanic that targets two random people with sword aoes, then add the rotating floor aoe on top of it... oof. It makes me feel "nooby" since I had such a hard time. I would get myself killed every time, because I didn't go away far enough to dodge safely. I enjoyed how Innocence at least seemed to have more random aspects to it, and I really thought the star mech was interesting. Innocence has been far more enjoyable for me than Titania mechanic wise. That's just how I view them personally.
    (2)

  4. #4
    Player
    Hawklaser's Avatar
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    Jul 2011
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    Character
    Kyterra Lianleaf
    World
    Excalibur
    Main Class
    Scholar Lv 80
    Quote Originally Posted by LadyKairi View Post
    I found the normal modes quite easy. Both extreme modes have their challenges. In Titania, mechanics were pretty easy/self explanatory. There is wayyyyy too much healer downtime imo. People mostly had an issue passing the dps check. Innocence, however, was a headache for me. Now that I've practiced it more, I have it down. It's just that darn mechanic that targets two random people with sword aoes, then add the rotating floor aoe on top of it... oof. It makes me feel "nooby" since I had such a hard time. I would get myself killed every time, because I didn't go away far enough to dodge safely. I enjoyed how Innocence at least seemed to have more random aspects to it, and I really thought the star mech was interesting. Innocence has been far more enjoyable for me than Titania mechanic wise. That's just how I view them personally.
    I was kind of expecting Innocence EX to be the preferred one if you had done both. I personally have not done that one yet, just seen the guide for it. But the guide instantly made me think that Innocence was intended to be at the EX level and not the normal level, and that it got watered down to the normal level for the story, while doing Titania EX it felt like everything else had just been slapped on top of the normal mode with shorter indicators, a couple of extra moves tossed in, and a memory aspect to it. Nothing hard, just tedious. A big part of why I do think some content should be designed around savage/ultimate initial releases and then re tuned for the lower tiers. It allows for much cleaner mechanics like the Innocence Stars on the harder versions, instead of the more clunky layer everything on top of each other like Titania.

    You guys are also starting to make me feel like I may have really missed out by not really being able to do Eureka. Had a nice gap between ARR(was up to Titan Hard and Crystal tower hadn't dropped yet) and Stormblood, then a pause in the Stormblood patching stuff after getting somewhat caught up, then getting caught back up again for Shadowbringers.
    (2)

  5. #5
    Player
    RyuSaarva's Avatar
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    Dec 2014
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    Ryu Saarva
    World
    Phoenix
    Main Class
    Bard Lv 90
    Quote Originally Posted by MonteCristo View Post
    We understand, just simply asking can there be more diversity in endgame content ex. Fix eureka maybe and make rewards reflect the effort put in. I play many different games on PS4 and also own a switch but id like to play ffxiv more than 1 day week for 1-2 hours(aka my current situation).
    if you play 1-2 hours weekly, then you clearly ignore 99% of things you could be doing, it's not the games fault.
    (3)

  6. #6
    Player
    MonteCristo's Avatar
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    May 2011
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    446
    Character
    Lamonte Cristo
    World
    Seraph
    Main Class
    Reaper Lv 100
    Quote Originally Posted by RyuSaarva View Post
    if you play 1-2 hours weekly, then you clearly ignore 99% of things you could be doing, it's not the games fault.
    Im only interested in end game content atm..ive been playing this game for almost 10 years and trust me when i say i have done alot of the content you are most likely referring to.
    (4)
    Death Is Only The Beginning....

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