Yeah it's certainly an idea that could have insane scope lol, but that's where you'd just have to decide on an internal goal and stick to that ('okay we're going to make 20 notes for this patch'). One of the things to consider as well as this content could cannibalize the sight seeing log.. it's the site seeing log now. In this way they can keep the content concept but expand it into a new system that also add some more gameplay concepts onto it and further expands the reward (both psychological and literally, since it'd be expanded lore of the game, ticking boxes, developing an area, and naturally actual rewards). So you might be able to get away with a bit more depending on what you do. Since, I think at least, Archelogy would be a pretty friendly concept it would be acceptable to do that (not taking away the log from everyone to give it to a few players only), friendly in the sense it's not something you have to be crazy hardcore in gear and such (and like I suggested I personally think binding it to chocobos would be neat with a decently in-depth yet very replayable and fast paced digging system). Also if done through chocobos it technically doesn't have to be a job, which means the exp for any site 'seeing' boost could still go to your job rather than Archelogy specific job (and in general exp for digging could help your chocobo, which of course I'd like to see expand in a general use case), which could save the resources spent on job like obligations (things made just to justify the job's existence in the game space) and rather spend for things like rewards or greater depth systems (but it certainly could be a job, might be a decent candidate for a limited job, one which doesn't fit combat and wouldn't be a stereotypical gathering/crafting job). In this way you might see the concept as a collection of systems working together, akin to a relic (but more casual lol), at the top sits the codex and museum, below it is the archelogy aspect and in general interactions with the world (like when you read notes and books in the game or first get that cool splash image of entering an area or complete certain tasks).
Again of course haha.... you could make the system huge so someone is going to have to keep it a bit grounded XD, but the potential is pretty decent. If people love it that would be good news cause you could expand it 18 different ways.
Hades is pretty fun, you'll probably have a good idea if you like it or not from a quick gameplay trailer, can be a bit hectic and that may not be great for some people. Diablo 3 used to be one of my main references to blue mage I wished to see (if it has to be limited), but I like using Hades a bit sometimes now too, just that general sense of fun when you build things together and it just blows your mind and makes you feel clever and or lucky lol (but each unit by themselves was also not useless either, and the diversity of options is also pretty high).
For the glamour I might have misrepresented the reason why I made that suggestion on accident, it wasn't that I thought that was the pinnacle of glamour systems but I thought of it because it would be a very friendly memory glamour system. Like right now we have 400 slots, that's 400 items (obviously lol). SE talks about adding slots as if it's a huge strain (and I'm sure it is, not saying it like I don't believe them). So picture you have those 400 slots... but each slot is a flag that says you own the glamour of the area it belongs to. Suddenly 400 slots actually means you've stored like 8,000 items (assuming 20 item average per node). Stacking some content may even allow a higher efficiency (like if you associate normal and hard modes of content, need to finish the normal to get the hard mode glamours, which would then mean the variable to store two areas is only one variable (0= no, 1 = normal, 2= both, now it's like 35 items per variable, your GC rank gear would be an easy example of this working well, 5 = grandmaster gear and below, etc, etc)). Also because of how it functions it keeps a decent market value (turns the item into essence and then is consumed by the crystal library to imprint the image, making what sells a bit more valuable) and add a worst case scenario drop rate (say if you really wanted the mage chest from a dungeon but never got it, so you run it and turn all the gear into essence of that area and turn it in to unlock the glamour of the area, then you take a few more essence (not a perfect conversion rate) and get exactly the armor you wanted). This worst case drop rate also applies not to just stats of the item but the glamour, say you really wanted it just for glamour, then you're still in luck (complete the library, you get the image even if that specific item didn't drop), so in general the drop of items is a bit more useful as a whole, and you could even go as the wrong job and get the item you wanted by converting it (say you go do a content as tank and then use the aether forge to turn the two tank items into the DD chest piece you had been looking for). This means if you had normally only wanted one item from a content you might consider doing it a few more times anyways and each time is 'worth it' because each time adds to your progression.
So it was a little bit mean in that you had to collect more at once but then also came back with some generosity because of it (and was memory friendly..er.. to hopefully make it more possible to implement than our current difficulty with 400 sole items we currently have).
Of course a glamour system that automatically unlocks the image of the item once you obtain it would be nice :P, that system wasn't meant to be the most advanced but like coming up with a reasonably powerful system that works within the confines of 'memory is really hard to come by'.



. In this way they can keep the content concept but expand it into a new system that also add some more gameplay concepts onto it and further expands the reward (both psychological and literally, since it'd be expanded lore of the game, ticking boxes, developing an area, and naturally actual rewards). So you might be able to get away with a bit more depending on what you do. Since, I think at least, Archelogy would be a pretty friendly concept it would be acceptable to do that (not taking away the log from everyone to give it to a few players only), friendly in the sense it's not something you have to be crazy hardcore in gear and such (and like I suggested I personally think binding it to chocobos would be neat with a decently in-depth yet very replayable and fast paced digging system). Also if done through chocobos it technically doesn't have to be a job, which means the exp for any site 'seeing' boost could still go to your job rather than Archelogy specific job (and in general exp for digging could help your chocobo,
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