How is that relevant to my suggestion, though? I didn't ask to remove those choices, nor to make the default/best choice among them a toggle, but simply to make Essences no longer pure buffs but instead simply fun role-flexing options that neither take up slot nor, however indirectly, bag space.
What should be the goal for exploratory missions, though? Intrinsic enjoyment, or... gil inflation?A big draw in field content is money and fragment farming is one of the biggest ways to achieve this
Why purposely degrade features of a content type, instead of merely evening out its means of progression/insular-reward-per-minute, just to allow for that additional means of gil-grinding (and thereby reason for gil inflation), though? Inventory-space-consuming grind is not the only way to incentivize general combat. Hell, you could even try... making it fun?
I cannot for the life of me think of any (other) instance where one would want to purposely inconvenience and restrict an interesting but passive feature specific to a content type which that content is tuned around just so to enable gil grinds so that others can trade for the "convenience" of being able to actually play around with that content without said prior unnecessary grind. Especially when that grind is as vapid as just killing open world mobs.
It would be like if the only gear were crafted gear and having the latest set were up to, again, a 25+% throughput difference instead. Or if food buffs did the same and lasted through death but not through requeue. Buy them or grind them out yourself, but you're functionally neutered without them. All that just to ensure it's a must-have to stimulate side-content "economy"? Why? And that's without even accounting for the fun parts in those features themselves (everything other than just giga-buffing yourself) that you'd otherwise have access to without arbitrary grind constraints.



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