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  1. #1
    Player
    CatholicFan's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
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    111
    Character
    Simon Fletcher
    World
    Midgardsormr
    Main Class
    Archer Lv 50

    Please add endgame content requiring non-combat, team-coordination.

    My Coil static has taken a lot of hits lately, and it's safe to say that it's pretty much done. There have been several reasons people have left, but I have to admit that it's been very difficult keeping people on board the whole time. I've been trying to suss out why that is, and through some discussions with a couple of folk in my FC, I've come to believe the underlying issue is very similar in most situations. Simply put, there is very little reason or incentive to be an active part of a Free Company for end-game content.

    Let me break down where I'm seeing this:

    1) Coil is essentially instant-access once you've unlocked it, and its content requires little participation outside of a once-a-week login for an hour. I've seen many complaints here on the forums about this, so I won't reiterate it too much. It appears many people want "more" content, but I don't know that this necessarily needs to be addressed through simply adding more Turns to Coil. Let's face it, people aren't really interested in just burning through more trash mobs with little incentive. More boss fights would be helpful, to a point, but at some point the devs are going to be stretched too thin trying to come up with original content on a regular basis.

    I think the answer lies in developing content that requires team-effort to tackle and can't be simply queued for in the PF. For instance, the trigger system in Final Fantasy XI required end-game groups to get together prior to the planned raid night so as to acquire the requisite items to access end-game. This could easily be adapted to XIV in the following ways:
    - Trigger items could be acquired through specific FATEs. Put the FATE on a slightly longer pop-time (60 minutes), or have it trigger only under certain conditions (e.g. rainy weather). This would require teams to put more time into accessing the FATE.
    - Make the FATE a chain similar to Highbridge, with mechanics that require coordination (try to avoid just overwhelming the enemies). This will add depth the encounter and require that teams not just show up and whack a few enemies to get their item. It could even be where each part of the chain drop an item, which are then all exchanged for the end-game trigger.
    - To keep this a team-focused enterprise, the item could be awarded solely to the leader of a party, and then, only if they achieve gold status on the FATEs. Don't make achieving Gold a ridiculous challenge, but it could be made so that only the best 50 or 75% of participating parties receive Gold status. There could even be conditions put on participation or Gold status, like parties must consist of the 2 tank/2 healer/4 dps setup.
    - Put the FATEs in areas where access is severely impeded unless players are with a team. Gated zones with multiple switches comes to mind as one possibility. The zones could also have very high level mobs, requiring players to fight or sneak their way passed; make both fighting or sneaking viable options, as this would give players rewarding opportunities to "skip" trash if they're coordinated enough.
    - Have a FATE chain for each end-game instance. So, if we were applying this to 2.2, there would be four FATE chains, one each for Turns 6-9. Parties would then have the choice of spending time each week prepping for a single night of Coil Turns, or they could do one FATE chain and its accompanying Turn one at a time.

    The theme underlying these ideas is that it encourages people to join static groups, and they are then participating together in content outside of an instanced raid zone. Furthermore, because the reward for participation is only an access trigger, it would still allow people without static groups opportunities to participate as pugs, and meet potential statics through the content that isn't locked-out every week. Frankly, with a system like this in place, it might even eliminate the need for the current system of artificial gating of content. If the time investment to enter end-game is higher, it will still allow some kind of casual access to end-game, but very few will have the ability to spam the content repeatedly.

    2) Vastly increase the incentive to join a Free Company. People have little incentive to join an FC outside of Coil or social reasons. If there were heavier bonuses for being part of one, it might entice people to participate.

    Here are some thoughts:

    - Greatly reduce a player's repair costs as the FC ranks up. Make it something akin to 25% off at Rank 4 and 50% off at rank 10. Give another 25% off if the FC has a house (any size).
    - Give FC's the ability to have an additional Company Action active if they have a house, or make a higher tier of one of the actions exclusive to groups with houses. This way, while it isn't a necessity to have an FC house, there is a great incentive to putting in a team effort toward it. Players will feel more invested in their Companies if they've helped accomplish something like this, and there will be more than a simple vanity or convenience reward for doing so.
    - Make tangible rewards for FC recruitment. For instance, a week-long experience boost for leveling up if your FC has added five new members in the past seven days. Smaller FC's aren't punished because it doesn't have an effect on end-game, but it does encourage people grow outside of their core groups.

    The ideas here are to get players to want to build FC's and communities. When one of my static members told me this week that, if he could successfully pug T5 (which he did), there didn't seem to be a reason to commit to a static group or schedule. It rubs me the wrong way, but he has a very valid point. The game needs to have stronger rewards for people to play as a team than one-hour once-a-week content like Coil.

    What I've suggested here are only my limited ideas on how this could be tackled, and I'd love to hear other folks' thoughts on how to build a more community-based game than we currently have.



    tl;dr: Difficult content will only keep people playing together for so long. There needs to be more team-building elements to the game.
    (5)

  2. #2
    Player
    Axidrain's Avatar
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    Nov 2013
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    Character
    Axidrain Fy
    World
    Tonberry
    Main Class
    Archer Lv 50
    Ugh fates? Really? That's not solving anything.
    (1)

  3. #3
    Player
    TeaTimeBear's Avatar
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    Sep 2013
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    939
    Character
    Denevieve Nebilim
    World
    Midgardsormr
    Main Class
    Arcanist Lv 60
    Throw more fates at them!
    (0)

  4. #4
    Player
    TrystWildkey's Avatar
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    Oct 2011
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    Till Sea Swallows All! Arrr
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    Character
    Tryst Wildkey
    World
    Durandal
    Main Class
    Weaver Lv 50
    Quote Originally Posted by TeaTimeBear View Post
    Throw more fates at them!
    I think this is a great idea and hope that you read it all the way through.

    The OP is trying to work within the current system to give suggestions to keep us playing the game and encourage teamwork.
    (1)
    Everyone thought paid retainers and fantasia would be the end of it.
    You were warned.
    Cash shop in, TrystWildkey out.

  5. #5
    Player
    CatholicFan's Avatar
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    Aug 2013
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    Gridania
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    Character
    Simon Fletcher
    World
    Midgardsormr
    Main Class
    Archer Lv 50
    Quote Originally Posted by TrystWildkey View Post
    I think this is a great idea and hope that you read it all the way through.

    The OP is trying to work within the current system to give suggestions to keep us playing the game and encourage teamwork.
    Thank you for pointing this out. To be honest, it wasn't my primary intention to work within the game's current systems, but it just made sense when I thought about how to implement a trigger system without going totally back to the XI way of doing it. I think trying to adapt some of the ideas of other games to the current system is the best way get suggestions taken seriously. The XIV team worked very hard to come up with the current game we have, and while I think it could use improvement, adapting our ideas to what's already been established in-game is much more realistic. As much as I appreciate some people's enthusiasm, this game will never go back to being 1.0, and will certainly never be XI version 2. That said, there were some great ideas in those games, and with a little creative thought, those can be easily brought to bear in XIV without suggesting a fundamental reworking of the game.
    (1)
    Last edited by CatholicFan; 02-12-2014 at 05:12 AM.

  6. #6
    Player

    Join Date
    Dec 2012
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    1,132
    I always find it amusing how "building a community" often translates to getting a group of players and ignoring the rest of the server.

    Regardless, I think the reason you're seeing these issues actually stems directly from the reward system of FFXIV.

    Getting the big rewards in FFXI took a very long time due to several reasons:

    - lock-outs that would put Coil/CT to shame. Nid popped 2 times per week (and I'm being generous here) and only 1 group in the WHOLE server could fight him.
    - Getting a relic in the old days took a very long time to do unless you were rich and could buy currency from others.

    Because honestly, if you could fight Nid once per week like you can do Coil in FFXIV, FFXI's endgame would have been PUG content too.
    (0)

  7. #7
    Player
    Demetirus's Avatar
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    Aug 2013
    Location
    Ul'dah
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    189
    Character
    Demetirus Iludan
    World
    Odin
    Main Class
    Lancer Lv 57
    I really like the alternate take on FATEs that you've proposed, but the second idea doesn't really do much for me. I'm pretty happy with the rewards that FC's give as is.

  8. #8
    Player
    CatholicFan's Avatar
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    Aug 2013
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    Gridania
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    Character
    Simon Fletcher
    World
    Midgardsormr
    Main Class
    Archer Lv 50
    Don't get hung up on the fact that it's a FATE. The point of suggesting a FATE is twofold:

    - It's open-world content, so you're not simply participating with a core group of people. You're interacting with other members of the community. This is the only thing that separates it from instanced content.
    - With the right tuning, a FATE doesn't need to be a mindless assault. Requiring certain conditions be met for Gold status would add a breath of fresh air to the experience. I don't know how difficult the coding for it would be, but they could tailor based on how many participating parties there are. It could be where groups have to communicate with each other to coordinate a win. It'd really be a different experience than the kind of FATEs players do while leveling up.
    (0)

  9. #9
    Player Ed_N_Ants's Avatar
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    Aug 2013
    Location
    Leviathan
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    395
    Character
    Saika Rose
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    I stopped reading at FATE's... How could you even suggest making them pop every hour... How about they hide some monsters in the treasure chests, this way we can do them as a group in our own convenience... I hate doing fates to unlock stuff... There fun once in a while but standing around for 30 minutes waiting for a fate to pop so that I can unlock CT... Not so much...
    (1)

  10. #10
    Player
    TrystWildkey's Avatar
    Join Date
    Oct 2011
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    Till Sea Swallows All! Arrr
    Posts
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    Character
    Tryst Wildkey
    World
    Durandal
    Main Class
    Weaver Lv 50
    Quote Originally Posted by Ed_N_Ants View Post
    I stopped reading at FATE's... How could you even suggest making them pop every hour... How about they hide some monsters in the treasure chests, this way we can do them as a group in our own convenience... I hate doing fates to unlock stuff... There fun once in a while but standing around for 30 minutes waiting for a fate to pop so that I can unlock CT... Not so much...
    And this is why I pointed out what I did. *sigh*
    (0)
    Everyone thought paid retainers and fantasia would be the end of it.
    You were warned.
    Cash shop in, TrystWildkey out.

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