Results 1 to 10 of 415

Hybrid View

  1. #1
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,835
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Right, but if it has replay value it might cause content to progressively add up chores for you to do with each patch. Meanwhile, although some people burn through to the rewards in hours or days, some other people take a lot of time to do it because they have less time to play, so if they increase the time it takes, it becomes a lot more of a grind for more casual players.

    They could make almost all content somehow level up alt jobs or give aetheryte tickets. After all, this makes people praise POTD, HoH and Bozja. Would that really be enough though?
    There is a point in progressively adding chores, but this equally does depend on whether everything turns into a requisite on content in subsequent patches, and equally, whether they can progressively nerf or reduce requirements in scopes of content where this is present - I can understand the whole idea of it though, but there is a point where it does stifle any meaningful progression path, or ensuring content does have long-standing, and repeatable content. The key behind it is just being proactive in reducing the effort required. -- There's a balance and in this respect, it is something that can be done, so, so much better.

    To put 2 things into perspective, both may equally occur later in the patch cycle, but... Would having a greater level of engagement in Island Sanctuary, for example with sightseeing logs, or explorable ruins with potential treasure and additional rewards -- Would take anything away from peoples' ability to engage more passively with the content? Similarly, would attaching gear rewards to the newer 'hard mode' dungeons take anything away from other players' experience?

    I would argue people praise PotD, HoH, and Bozja for the lockbox system, and that it is multifaceted -- In that, you can get rewards, and you can also level -- In this respect Island Sanctuary's biggest boon is equally the biggest failure.
    (3)
    Last edited by Kaurhz; 10-25-2022 at 01:47 AM.

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,138
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kaurhz View Post
    There's a balance and in this respect, it is something that can be done, so, so much better.
    Perhaps the balance could be shifted a bit, but without making casual players not engage with it.

    To put 2 things into perspective, both may equally occur later in the patch cycle, but... Would having a greater level of engagement in Island Sanctuary, for example with sightseeing logs, or explorable ruins with potential treasure and additional rewards -- Would take anything away from peoples' ability to engage more passively with the content?
    They could make Island Sanctuary have the things you described, but to what end and is it reasonable for a developer to think that far beyond the base concept art when developing a patch (not a whole game or expansion)? Explorable ruins would overlap with what variant dungeons are doing which would make a developer wonder if the two things should be merged.

    Similarly, would attaching gear rewards to the newer 'hard mode' dungeons take anything away from other players' experience?
    Which item level? I think that there is a chance they could add the tomestone augment items in 6.3, because there's no reason not to when you can get them from hunts and alliance raids.
    (2)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  3. #3
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Jeeqbit View Post
    Which item level? I think that there is a chance they could add the tomestone augment items in 6.3, because there's no reason not to when you can get them from hunts and alliance raids.
    I love this idea. I don't even care much for progging the hunt mounts. Gimme another route.
    (0)

  4. #4
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,835
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Perhaps the balance could be shifted a bit, but without making casual players not engage with it.

    They could make Island Sanctuary have the things you described, but to what end and is it reasonable for a developer to think that far beyond the base concept art when developing a patch (not a whole game or expansion)? Explorable ruins would overlap with what variant dungeons are doing which would make a developer wonder if the two things should be merged.

    Which item level? I think that there is a chance they could add the tomestone augment items in 6.3, because there's no reason not to when you can get them from hunts and alliance raids.
    On this note, there is a point where being too casual friendly, does in some shape actually come to a detriment to the casual if it cannot encourage exploration in a meaningful or substantial capacity.

    See, this is part of what I view as an issue, in that everything of the same category must be done within the same content type. Whether or not Variant Dungeons contain a particular piece of content should not necessarily be entirely deterministic of what is found elsewhere in the game. The point would be to add its own little flare or nuance to that. e.g., explorable ruins do not need to function the same. It could be something that adds a dungeoneering-Esque mechanic to it. It would be pretty difficult for me to describe what I mean in this regard without making an entire thesis on it,

    It's really just about the content type creating its own spin on it.
    (3)
    Last edited by Kaurhz; 10-25-2022 at 03:14 AM.

  5. #5
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,138
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kaurhz View Post
    On this note, there is a point where being too casual friendly, does in some shape actually come to a detriment to the casual if it cannot encourage exploration in a meaningful or substantial capacity.

    See, this is part of what I view as an issue, in that everything of the same category must be done within the same content type. Whether or not Variant Dungeons contain a particular piece of content should not necessarily be entirely deterministic of what is found elsewhere in the game. The point would be to add its own little flare or nuance to that. e.g., explorable ruins do not need to function the same. It could be something that adds a dungeoneering-Esque mechanic to it. It would be pretty difficult for me to describe what I mean in this regard without making an entire thesis on it,

    It's really just about the content type creating its own spin on it.
    To be fair, they did add one little mini game that a lot of people engaged with and that was hunting for the rare animals that only spawn in certain weather or at certain times. It's not necessary to do that, especially when feeding them the best food usually makes them give both items regardless of if they are rare animals or not, but it was a fun little thing that a lot of people wanted to do.
    (2)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown: