Could be worse. You could be running from a goblin through La Theine Plateau as a lowbie. Those didn't stop until you zoned out. Or died. Usually the latter. Most of my early memories of XI resulted in me dying though, so...





Could be worse. You could be running from a goblin through La Theine Plateau as a lowbie. Those didn't stop until you zoned out. Or died. Usually the latter. Most of my early memories of XI resulted in me dying though, so...



I'm still very upset that when people asked for something different the devs just took everything I hated from FF11 and made it an instance I have to do to get my relic... then they did it again and put a fate nobody wants to do in the middle of it.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
But people will go ahead and do the content, and that tells SE they enjoy that content enough so the game should make more of it.
When did SE take notice with Eureka? When people stopped doing Pagos despite leaving that relic step incomplete.
If people stopped doing content they hate for the sake of a reward they're going to toss in a closet and forget as soon as the next new shiny is released, developers might have an easier time of figuring out what content players want them to be making. They're still going to experiment with adding in other content to see how players react but there will end up being more of what players know they enjoy.



But people will go ahead and do the content, and that tells SE they enjoy that content enough so the game should make more of it.
When did SE take notice with Eureka? When people stopped doing Pagos despite leaving that relic step incomplete.
If people stopped doing content they hate for the sake of a reward they're going to toss in a closet and forget as soon as the next new shiny is released, developers might have an easier time of figuring out what content players want them to be making. They're still going to experiment with adding in other content to see how players react but there will end up being more of what players know they enjoy.
Asking people in a progression game to stop and hope that everyone else also stops to convey a message is a pretty hopeless optimist approach. People will willingly slog through unpleasant things to get what they want.
The part that hurt the most was people actually considered the part where we were forced to socialize as the content was so repetitive and boring (to the point I actually got carpal tunnel flare up because I did my rotation so much) as a PLUS. Like we love that the content is so mind numbing that the players stuck in the zone resorted to IRC level chatting to pass the time.
If they need it said, I'll say it again: Just because people are doing content, doesn't mean it's good. At best it means you locked something people want behind it. Remove the carrot and see who keeps playing it "for fun".
I left FF11 because of the death punishments, party reliance, and stress of traversing the overworld (and because at the time race/job combos mattered and I'd picked one nobody wanted). As you might guess, I wasn't thrilled to see that follow me into this game.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?






This. Any "innovative" side content in this game involves locking highly desirable unique rewards behind it, letting players go at it desperately (whether they enjoy it or not) then calling it a success based on participation numbers.
I just feel like there need to be more routes of acquiring things. Let me choose whether to acquire the new hairstyle by RNG or poetics or crafting or PVP. Maybe some people will like Bozja enough to earn all their universal tokens that way. Maybe nobody will touch it and the dev team can conclude that they should try something else and not do another field zone.





It's not like this in the normal game. Eureka and Bozja are giant love letters to the awful ideas in late 90s/early 2000s era MMOs.
Mobs used to chase us to the zone in EverQuest, too. As visually funny as massive trains to the zone could be, I much prefer when they give up after a reasonable amount of time.
Last edited by TaleraRistain; 02-24-2021 at 04:44 PM.





It was less fun if you were sitting at the docks in Oasis trying to med and someone kept training the sand giants and spectres to it. XIV is also missing a key component that EQ had with Invisibility and Invisibility to Undead. Those combined with Levitate meant you could mitigate the barriers to exploration.As I mentioned, Everquest was like this too, and it actually made the game more fun. Having to run out of a zone to avoid a train of monsters was actually better in my opinion (and reminds me of Fansy the bard who trolled people near the docks in Oasis).
The biggest difference (as I also mentioned) is that guards at towns in Everquest were generally powerful and would attack monsters that got near so you didn’t have the issues like in Bozja where you run by friendly NPCs into a camp but still have monsters trailing you. It’s like they implemented only part of these mechanics from other games but missed a critical other portion and that has made it annoying.
Haven't tried Bozja yet but it does get annoying in the main world too. I missed a queue pop because I couldn't get away from a monster in time and couldn't switch my jobs. It was quite infuriating honestly.Surely it's obvious how annoying it is, and how hard it makes playing? Trying to join a skirmish in Bozja, or needing to mount up/teleport, and an enemy you JUST BRUSHED by absolutely miles ago is STILL taking chunks out of you. They could just chase you for a normal distance like in Warcraft? Why has it been designed so frustratingly?


Just kill them
Last edited by lolicon09; 02-24-2021 at 11:14 PM.
When i see aLalafellcharacter wearing a cute glam
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