Impossible because the game runs on hand outs. rewards for everything rewards for nothing. and it throws out so many rewards it destroys every other aspect of the game to.
deep dungeons are a perfect example here. they try to encourage exploring by throwing in those sacks to be found in random rooms. yet they give players so many sacks and rewards that all that happens is the market boards get flooded with stuff and crashes the value of rewards so heavily that players completely ignore them and literally just activate the portal and go go go.. also destroys the economy for craters and gatherers, because suddenly something can cost 100k to make but be worth a whopping 1or2k on the markets.
the same thing happnens in dungeons even at the highest end. where a treasure chest is literally right there in the corner of that room but gets ignored because its contents aren't worth taking 3 or 4 seconds to run over and open..
Retainer ventures and stuff aswell when they add new stuff to the Retainer pool it destroys the economy omy because suddenly things that take a fair bit of time and effort to craft nose dive to literally a couple of hundred gils because there's thousands of retainers flooding the game with them.
the biggest issue the game has is its dumbed down and simplified everything so much there is no room for fun or rewarding gameplay and its so afraid to even slightly punish players for mistakes and equally afraid to reward them for playing well. melee positionals are a good example here. missing them is no big deal. you wont even notice.. but that ultimately means landing them carries no weight or impact. at best like 2 extra potency per second...
debuffs are another, fail a mechanic get vulnerability.. but its such a small thing you can often get 5 6 7 stacks and still be fine...the down side here is its not really you that gets punished but your healer dfor your mistakes.. but at hte same time not really because its still just 1 aoe heal whether you have 0 stacks or 3.
Same thing with stuns and silences. Had there damage taken away because they weren't being used correctly and simply being spammed for a minor dps increase. Which is now also what they're doing with gap closers it seems.
The problem here though is how often do you ever actually need to stun anything or rush anything. You don't because again to afraid to punish players for failing.
to make the game fun and rewarding things need impact and weight, and virtually every aspect of the game lacks that. and any form of complexity has been stripped away for fear of players making mistakes...
the thing is though you cant have a deep and engaging combat system thats fun to play with. if the game doesnt have deep and engaging systems for players to interact with...
and i know yoshi has said that he regrets dumbing the game down so much and wants to change directions but honestly i think its too late. this lazy mode gameplay has been so ingrained that anything that deviates will get so much backlash.. all you have to do is look at any instance where there even the smallest hint of an increase in difficulty to see it.



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