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  1. #11
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    If you're turning to relics as a gameplay element down the line, you might want to consider the point of relics in the first place. They have some titles and achievements tied to them, sure, but they're mainly meant to be weapons that are easy to obtain from a 'required skill' standpoint. The time grind and timegate are meant to offset this slightly, that's all.

    If you feel like there's not enough to do without huge grinds in the game, that's a different issue.

    If you feel there's not enough incentive to do what is in the game, that's a different issue still.

    Relic being more separated from these issues in this iteration probably feels bad for some players, even simply because it's a change, but I don't think it inherently must be grindy as a system.

    Quote Originally Posted by caffe_macchiato View Post
    As someone who's been running roulettes and dailies since 2016, being made to do the same thing for the latest relic--same old dungeons and all--is nauseating. I get that CBU3 is proud of their work in ARR, but to shove it down our throats constantly is a bit weird. The world has changed a lot in the past ten years, and many games and MMOs have come out since then. They should stop recycling old content to fill the gap. Then again, this is Square Enix and they've fallen on hard times lately with the disappointing sales of FF16.
    You can track the relic through HW at least and see that it was always designed to keep the roulette queueing, important story duties moving and players in less populated areas.

    Even the Atma step in ARR had players do FATEs in literally every zone except the ones that were popular to level doing FATEs in to make the world feel full of players for the ps4 launch of the game.
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    Last edited by Post; 07-19-2023 at 12:32 AM.