
Originally Posted by
Zfz
I also don't like this quest grind. Most quests are just chores anyway.
I prefer the design where you grind on mobs to level up, and quests are hard and few with real story, that reward significant stuff, which you aim for. The whole focus on end-game is being overdone now in ARR, I think, allowing people to level cap in only few days. The RPG part of the MMORPG got lost in the process. I think the game should strive to provide a journey first, a journey people can enjoy, not a taxi ride where people find the shortest route most efficient way to do everything and skip anything that isn't efficient.
Build a journey people enjoy, and when people get to the end of the jouney, then add the "end-game" content. This way, those who arrive at the end-game pleasantly find more to do at end-game. But the way it is now, people want nothing of the journey, if possible they want to start at the end-game already; and they are not to blame, because that thinking is encouraged by the current game design.
"I wanna quickly level to 50 so I can get started with..." is the problem with this game.
Also, the speed at which people can level decides the speed at which people expect to attain their goals, I think. If it took a good 3 months just to get to level cap, one can be sure people won't be expecting to get their relic in one night. They'd expect the relic quest to be so epic it takes weeks to finish.
Which brings out those who sneer, "I have a life I don't want to waste 40 hours a week on a game". But that is only a problem if that time is really wasted. Does it matter if you're level 50 tackling Binding Coils of Bahamut, or your level 17~20 tackling Halatali that has the same difficulty as Turn 1? So what if it takes 2 months to level up to 50? It is only a problem (a "waste of time") if the game itself is designed to "start at 50".
Imagine those who don't want difficult content can just ignore dungeons and slowly grind their way to 50. Those who love the so-called end-game content, can experience that "end-game experience" all throughout their leveling time. With level sync, they also get to re-experience all these dungeons the way it was, with new friends, or a friend's alt class. Imagine having 12 "end-game dungeons" already at launch, because every dungeon in the game is of "end-game" quality.
The current design makes it very easy for a new player to catch up. Which is exactly the problem. The game itself is treating its own content like throw-away trash.