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  1. #11
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    Join Date
    Jun 2011
    Posts
    108
    hehe that guy actually said I should play like a man... wow.

    Seriously though, gear swaps added longevity for end game events. Without them, we would have had only 1-2 events at a time to do. You know, kind of like FFXIV right now. Once dungeons are released that will be the only event. Once AF's are released, that will be the only event. And so on.

    Sure, this is the current model that most MMO's emulate. But, a two years from now. when you look back and see many dungeons that just arent run anymore, youll know why. And youll know that your input lead to that situation. Heck, look what happened to FFXI once they raised the level cap and introduced af3. Instantaneously, it went from a game with a huge endgame, to a game with pretty much one endgame event. All I am really saying is that gear swaps made the huge endgame that most of us enjoyed viable by reducing the need to raise the level cap.

    As for skill, copying a gear list isnt skill. Developing a gear list, using the gear you currently have, and possessing the knowledge to identify gear that would improve your performance is the most fundamental level of skill. It is skills foundation. Macro swaps added customization that injected a whole level of complexity to FFXI's combat system that almost every other game lacks.

    Well, I guess we could add jump and integrate it into combat so you need to jump every 10 seconds or be frozen to the ground, or take damage from lava, or to avoid damage from a big glowing circle on the ground... that would add complexity... Every MMO has its own silly gimmicks. Gear swaps was just FFXI's gimmick. A gimmick that built a game with the largest PvE endgame around... until they raised the level cap.
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    Last edited by WillRiker; 06-28-2011 at 12:54 PM.