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  1. #1
    Player
    ArkenaeuxBelmont's Avatar
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    Dec 2021
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    Ishgard
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    Arkenaux Belmont
    World
    Exodus
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    Paladin Lv 90
    Quote Originally Posted by strawberrycake View Post
    I look to what another User Said earlier. A lot of people look at modern WoW, not WoW from 2004 or beyond, they only talk about raiding and the hardcore aspects of WoW, not the other aspects of WoW. So it's nice to see someone whos played WoW when it was a younger game.

    As a whole I would simply like to see people learn from WoW players, as Yoshida learned from Looking at the development of WoW, and what made WoW as a game popular. As a whole most of my wants as a WoW player would be for achivements to be more meaningful, content to be more replayable. I also like things like secret finding, more world content. That being said, most of my comparisons are never based from modern WoW.

    And a lot of my points don;t need WoW to be the sole base, theres ESO, Tera, Guild Wars 2, etc. Multiple other games whos systems are amazing.

    And even then XIV doesnt need to change anything as a game, more so, the community could still just stand to stop being so territorial, and to simply try to understand other people. Even if nothing changes, what could go wrong from understanding other MMO players outside of XIV?
    Learning from others is a valid sentiment. Learning is NEVER a bad thing, in any shape or form. Even for those who disagree with any changes, learning the perspective of the other side would give insight on what mistakes to not repeat.

    Also another very important thing to remember: Not every game, nor MMO, has to be the same either. Modern WoW has its style, for good and bad, as does XIV. As does ESO. As does every MMO out there.

    The way I've always looked at XIV, the most beautiful part about it anyway, was that it casted a wide net of a userbase from a player standpoint. It looked at the MMO market during ARR, and took its lessons from what worked and what didn't, to appeal to the largest section of the playerbase that it could. This is the philosophy that served the game well over the years.

    A good analogy to it, is how Nintendo was so successful with the Wii, with its Blue Ocean marketing strategy. You know your market is dominated by X and has a huge playerbase. That playerbase will be hard to take away. So instead, you create a "new" playerbase by offering something unique. In truth and design, there wasn't anything ground breaking in XIV's design, there still isn't. What WAS unique, was that it catered to nearly every type of MMO player. It had something for the Hardcore, the Casual, the RPer, and added things that drew in gamers that weren't MMO players, such as the mini-game focused Gold Saucer, the housing/decoration angle, etc.

    To me, as long as the game continues to market itself to the wider customer base, and doesn't change its full course such as how WoW's course changed, I'm 100% open to suggestions and trying out new things for the game. As long as what makes XIV, it's identity, doesn't change. Because it's that identity that I feel has lead the game to be as successful as it is.
    (3)

  2. #2
    Player
    strawberrycake's Avatar
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    Oct 2014
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    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Quote Originally Posted by ArkenaeuxBelmont View Post
    Learning from others is a valid sentiment. Learning is NEVER a bad thing, in any shape or form. Even for those who disagree with any changes, learning the perspective of the other side would give insight on what mistakes to not repeat.

    Also another very important thing to remember: Not every game, nor MMO, has to be the same either. Modern WoW has its style, for good and bad, as does XIV. As does ESO. As does every MMO out there.

    The way I've always looked at XIV, the most beautiful part about it anyway, was that it casted a wide net of a userbase from a player standpoint. It looked at the MMO market during ARR, and took its lessons from what worked and what didn't, to appeal to the largest section of the playerbase that it could. This is the philosophy that served the game well over the years.

    A good analogy to it, is how Nintendo was so successful with the Wii, with its Blue Ocean marketing strategy. You know your market is dominated by X and has a huge playerbase. That playerbase will be hard to take away. So instead, you create a "new" playerbase by offering something unique. In truth and design, there wasn't anything ground breaking in XIV's design, there still isn't. What WAS unique, was that it catered to nearly every type of MMO player. It had something for the Hardcore, the Casual, the RPer, and added things that drew in gamers that weren't MMO players, such as the mini-game focused Gold Saucer, the housing/decoration angle, etc.

    To me, as long as the game continues to market itself to the wider customer base, and doesn't change its full course such as how WoW's course changed, I'm 100% open to suggestions and trying out new things for the game. As long as what makes XIV, it's identity, doesn't change. Because it's that identity that I feel has lead the game to be as successful as it is.
    I can def agree with that to, a lot of the core identity of WoW I enjoyed is gone now a days and I no longer enjoy it for the same reasons I did before. The design behind what made be care to even get into raiding in Wrath is gone for example, Its not fun for me to raid lead, its not fun for me to gear, its just not fun, but I can see the appeal. That being said, I think adding bigger raids statics and PFers can tacklewouldn;t be a bad idea, we've done it twice so far, and it would be nice to more content like that regulaly, it wouldn't take away from XIVs core.

    We have the Bozja system for fates and Critical engagements, creating more open world content in that vein wouldn't take away from XIVs core. And those are the type of changes I'd like to see, similar ideas to what WoW has done, but in a very XIV way. if that makes sense.
    (1)

  3. #3
    Player
    ArkenaeuxBelmont's Avatar
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    Dec 2021
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    Arkenaux Belmont
    World
    Exodus
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    Paladin Lv 90
    Quote Originally Posted by strawberrycake View Post
    I can def agree with that to, a lot of the core identity of WoW I enjoyed is gone now a days and I no longer enjoy it for the same reasons I did before. The design behind what made be care to even get into raiding in Wrath is gone for example, Its not fun for me to raid lead, its not fun for me to gear, its just not fun, but I can see the appeal. That being said, I think adding bigger raids statics and PFers can tacklewouldn;t be a bad idea, we've done it twice so far, and it would be nice to more content like that regulaly, it wouldn't take away from XIVs core.

    We have the Bozja system for fates and Critical engagements, creating more open world content in that vein wouldn't take away from XIVs core. And those are the type of changes I'd like to see, similar ideas to what WoW has done, but in a very XIV way. if that makes sense.
    Definitely would like to see more open world type content. I'm reminded specifically, off the top of my head, of the Legion world-spanning puzzle hunts for the mount. The one that took you into the crypts under Kharazan at the end? Little tidbits like that are awesome, and with a world as rich as XIV has with its lore, is ripe for adding little things like this. Sightseeing log is cool, but how about expanding that with the special puzzles/hunts to do with a mount at the end as a reward? Or a unique glamour set for the long journey of going to all those places?

    Larger scaled content too could be improved. DR was a step in the right direction and I think a foundation for what the team could do with bigger 48 man raids. As someone who really, really loved the 48 man raids back in Vanilla WoW (For the scope, scale, etc), I'd love to see a modern take evolve with these. Looking back without the rose tinted glasses, the old WoW Vanilla 48 man raids were... not hard or complex. Most tank and spank with one or two unique mechanics. They felt epic, but the reason lots took so long to get "world firsts" on was that back then, no one had a clue and most of us were terrible players. Or the boss was so overtuned that it was unkillable.

    There's plenty of room for expansion on the content that XIV DOES offer. I want to see what the team has in mind for it. I've only been disappointed in a few instances over the years, and the majority of their releases have made me decently happy, so I've got a positive outlook for it.
    (0)

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