JP likes to get things done. NA is more like once the incentive is gone, then it's just eh whateves.
JP likes to get things done. NA is more like once the incentive is gone, then it's just eh whateves.
I almost wish that the season went on for just a few more days because the second it ended everyone just dropped from the restoration and progress has slowed to a snail's pace. Which hurts knowing how close to finishing we are. I get that people go all out during the ranking period and they probably get burned out, but it's clear that it was the most incentivizing thing for this last phase.
If they ever hold a restoration event like this in the future, they maybe shouldn't stretch it out over the course of four phases like this, because I feel like so many people were burned out by this point. The rewards also felt rather lacking, and I think they need to adjust the Kupo Cards to require 3 instead of 5 stamps or something, because one can spend hours upon hours gathering and crafting only to wind up with junk in a matter of seconds.
If only that was true. I know all too well that JP servers only have queues during peak hours (Hint: I'm from Chocobo). We just have more players interested in crafting, that's all.Not a surprise, most JP servers seem to always have queues to get in and very little times without that happening. NA servers...there's a lot of downtime with fewer players. Comparing the two region servers is like comparing Las Vegas to Atlanta. Both are busy, but only one of them has a "closing time" for business.

Quick everyone, place your bets on how many of this tier's Saints end up getting banned for botting.
None? Like that one bot fc on Ragnarok... that like 7 weaver with close to the same name lol...





My thoughts on it are pretty similar to when it was released which was:
- I think it's interesting to get the community involved with progress of a zone but I hope next time they link the maximal progression to the community but the actual stage of progression to the player's own journey. In general I like seeing things change over time, and more specifically because of 'my' actions, so of course I've the bias to the later but in general I hope to see them continue the content.
- I would like to see the content applied to something more either built into the general player experience or the story in general, like the next hub space, or important to the MSQ- and particularly not just something to be done after other stuff. Say for example I might get to this long destroyed impoverished village, as completing MSQ and side quests the village improves, side quests being just normal side quests but also some mechanics relating to certain number of leve's completed and or FATE level outside, and then custom deliveries, etc, etc, built and wound up upon itself such that it feels like a core experience rather than a system set off to the side. In that example it might start ugly but by the end perhaps its like that one cute Zelda mountain village, or even better, new features unlocked as you go along (of course). Naturally some really clever placement of objects and or 'some' phasing of players might be needed (depends on what they do, at worse case it might be a personal instance but I think they could get some clever mixing going on - you wouldn't want a hub to be purely solo or phased too aggressively).
- The ranking system, and any ranking system like it (like some of PvP's), will and always will encourage botting and or absolutely extreme levels of "no life-ing". I think it would be better to try and form other systems that avoid this design; although, I understand that sometimes people really do like having the opportunity to no life it.. Like some people just love insane levels of grind "I remember when we had to grind for 20 hours in one spot killing the same monster over and over to level up once, and that was good"...
- Some better overflow mechanics for FATEs would be nice, like if the zone is full then have some FATE tasks in Ishgard itself or on the outskirt zones - in this way a server would have to fill like 4 zones. Also this way you might have it so the more people involved the better (like each FATE's end result is tallied and then the reward is given out to everyone who participated, so the more people the higher everyone's reward is - community welcomed not "oh god I hope not too many people are in today"). Multi-zone concept may also provide an easy means for multiple types of FATE content allowing multiple types of players to enjoy it (well you could have a hamlet defense / FFXI besieged like event to tie it all into one space - but some of the point was to ensure the zones don't become so packed you can't join, context determines some of what makes easy of course).
- Story, some mechanics, ui, etc, in a general sense I thought it was a cute endeavor and nice that they were trying something a bit different. Hopefully the next one will do even better, or some other idea might take advantage of some of the things they learned here, with their next concept (and of course for my selfish desires to be part of it, but.. of course lol).
Last edited by Shougun; 01-26-2021 at 03:25 AM.


The numbers were very low on my server and presumably elsewhere too, at least in comparison to previous seasons.
There was one or two that are very suspicious in the hand side of thing, and apparently it’s worse in the diadem, but generally most of the players seem to be genuine on mine.
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