Any plans to add content that doesn't have a daily/weekly or Gil lockout?



Any plans to add content that doesn't have a daily/weekly or Gil lockout?
The player market suffers because dungeon drops out-scale crafted items. When will you give us something worthwhile to buy/sell?
One can go from level 1-50 quickly, especially craft jobs. A relic can be completed in a few hours. Why is game progress so fast compared to 1.0?

Can we please have vanity slots as promised? PLEASE?
I'm more of an immersion player. I don't live in end-game content, but in whole world content instead. I need new and interesting things to do that include my low-level classes as well.
What will the next patch offer players like me?
Progressing into 2.2 and onward, will there be an option for multiple parties of Free Company members to que up together in one set, rather than hoping for the random chance of getting in at the same time? Example would be Crystal Tower and its current 3 party system.
Will you be addressing update issues in fights? I am still seeing a considerable latent effect.. eg. after super bombs in titan extreme he does a 6-way landslide.. i ran out of one and into another by accident and ran back out of that second one with 1 second to spare but got hit off cos his casting had finished.. with a game based on dodging this is not acceptable
Latest Video: The ill FATE of a Ninja https://www.youtube.com/watch?v=aKVZ-biCMpg
Will we get a Gaius Van Baelsar hard mode battle similar to Nael Van Darnus hard mode?



As a crafter and gatherer, I feel the recent NA dev comments seem to highlight that SE wants to cripple crafting gameplay out of fear of RMT activities. People want crafting to be have more relevance and gameplay for the cutting edge of content. Are we playing the wrong game?



There is a very well-worded post on the english forums about what seem to be contradictions in direction and design choice. This post discusses some concerns that atleast a few players have about where the game currently is and what we can expect in the future.
My question is are these seemingly contradictory design elements just placeholders that were not fully fleshed out because of the time crunch to re-release the game, or are they just evidence of poor direction for the game as a whole?
Last edited by Ferth; 01-15-2014 at 02:21 PM.
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