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  1. #1
    Player DrWho2010's Avatar
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    Hyperion
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    Summoner Lv 100
    Quote Originally Posted by Shurrikhan View Post
    snip
    While this is "nice", imo it's completely antithetical to the business model of a slow drip to keep people subbed as long as possible.
    This would be good if the game went more towards a F2P model.

    Part of the reason i think ppl don't like the 2 min meta is that it doesn't reward individual effort as much as previous expansion battle systems did. Therefore since it's a group effort, people are too selfish to see beyond this, esp. when paired/grouped with people not at the same skill level as they are.

    Open world/zone activities - the whole backend would have to be redone to make it more like how Bozja/Zadnor zones worked. Those only worked like they do because they were controlled, population limited instances with specialized programming to deal with it. Does anyone not remember about how annoyed they were when SB launched and the Lochs was impossible to get into whenever Ixion first was a thing? Cuz that's what's gonna happen if they tried to do that in a regular open world zone.

    As a whole I don't totally disagree with OP's post, but imo from what we've seen what the devs want to do vs this? There would have to be wayyyyyyyyyyyy more people hired and more money fuelled towards this in order for this to happen. Something I currently don't see happening.
    (2)
    Last edited by DrWho2010; 09-30-2023 at 10:14 PM.

  2. #2
    Player
    Turtledeluxe's Avatar
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    Character
    Kinda Hungry
    World
    Siren
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    Black Mage Lv 100
    Making open world content more difficult is tricky because it isn't just about combat-- fates and mobs directly affect the player economy in a way. Making farming a longer or more difficult could make certain market board items prohibitively expensive. The current drop rates account for the fact that fates and mobs can be steamrolled.

    Additionally people calling for open world to be more dangerous are speaking from level 90. Making mobs more difficult could negatively affect people who are doing the story for the first time.

    Not saying it's impossible but there's lots to consider, probably more than I'm even considering here. I do agree with what others have said regarding the two minute meta and job changes. I don't personally play a lot of jobs but feedback I've heard has been largely negative and I've felt since Endwalker that it just makes combat feel too samey, and even restrictive.
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by DrWho2010 View Post
    While this is "nice", imo it's completely antithetical to the business model of a slow drip to keep people subbed as long as possible.
    Why would it be "completely antithetical" to a slow-drip / time-gated model. That part hasn't changed. It simply allows for missed weekly caps to be caught up and reduces the punishment of multi-jobbing. To take advantage of either, players would have to play more, not less.

    It has zero impact whatsoever on the speed at which one can hit BiS on their main.
    (1)

  4. #4
    Player DrWho2010's Avatar
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    Quote Originally Posted by Shurrikhan View Post
    Why would it be "completely antithetical" to a slow-drip / time-gated model. That part hasn't changed. It simply allows for missed weekly caps to be caught up and reduces the punishment of multi-jobbing. To take advantage of either, players would have to play more, not less.

    It has zero impact whatsoever on the speed at which one can hit BiS on their main.
    I'd counter by saying if you miss your weekly caps, that's on you for not doing it regardless if you had the time or not. Your penalty is losing out on them. Why should the devs be that generous and allow people to catch up? It just means they might feel that you have to stay subbed longer to make up for it.

    Also while it's listed as a "feature", multi-jobbing is something that the player decides to do on their own. Intended play is while you can dabble in other things you should initially play with one "main". Hence while tomestone gear is higher ilvl, you can still easily participate in content with the crafted gear that comes out.
    (1)

  5. #5
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by DrWho2010 View Post
    Also while it's listed as a "feature", multi-jobbing is something that the player decides to do on their own. Intended play is while you can dabble in other things you should initially play with one "main".
    You realizes that reduces the time worth playing, and therefore increases the likelihood of players unsubbing if problems arise with the main they've been, in effect, locked into for that tier, or after completing their BiS on that main? Compare that to having the ability, given the time and willingness, to actually multi-job competitively.

    Compare that, moreover, to crafted gear, the sole time investment of which is... walking to the market board, all to render a tier. Rather than making catch-up through one's efforts available or easier... it just removes any such effort from the equation entirely. All to prop up that a game which, as a selling point, allows for all jobs/classes on one character actually makes players that much less able to maintain multiple jobs/classes.
    (0)

  6. #6
    Player DrWho2010's Avatar
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    Quote Originally Posted by Shurrikhan View Post
    You realizes that reduces the time worth playing, and therefore increases the likelihood of players unsubbing if problems arise with the main they've been, in effect, locked into for that tier, or after completing their BiS on that main? Compare that to having the ability, given the time and willingness, to actually multi-job competitively.

    Compare that, moreover, to crafted gear, the sole time investment of which is... walking to the market board, all to render a tier. Rather than making catch-up through one's efforts available or easier... it just removes any such effort from the equation entirely. All to prop up that a game which, as a selling point, allows for all jobs/classes on one character actually makes players that much less able to maintain multiple jobs/classes.
    The amount of people I actively know that actually say that they want to multi-job play AND can do it competitively is very small. The ones that complain that they can't do it via crafted gear means they're not skilled enough to play at that kind of level of gameplay. And if they made the "mistake" of wanting to switch mains, well that's just a matter of circumstance, and well... shitty bits to them. That was their choice, intended or not.

    Give people the means to gear faster and they will leave faster. They will NOT stick around to multi job competitively.
    (1)
    Last edited by DrWho2010; 10-01-2023 at 07:14 AM.

  7. #7
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Quote Originally Posted by DrWho2010 View Post
    Give people the means to gear faster and they will leave faster. They will NOT stick around to multi job competitively.
    Again, though, literally none of what I suggested accelerates BiS on your main. It solely allows you to grind your other jobs up to the ilvl of your main, rather than forcing only one gear class to be competitive per tier.

    If, as you say, no one is currently sticking around to multi-job competitively, then what I've suggested has in no way let them gear faster or given them reason to leave earlier.
    (0)

  8. #8
    Player DrWho2010's Avatar
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    Quote Originally Posted by Shurrikhan View Post
    Again, though, literally none of what I suggested accelerates BiS on your main. It solely allows you to grind your other jobs up to the ilvl of your main, rather than forcing only one gear class to be competitive per tier.

    If, as you say, no one is currently sticking around to multi-job competitively, then what I've suggested has in no way let them gear faster or given them reason to leave earlier.
    then there's no reason for the devs to implement a way to let people gear other jobs faster.
    (1)