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  1. #21
    Player
    Sorel's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    I think (i.e. in my opinion) what FFXI did with the Warlock Armor, Duelist Armor, Warlock Armor +1, Duelist Armor +1 is an example of how to do high-level gear progression properly.

    Have both sidegrades (Warlock, Duelist) that are equally powerful, but in different ways. But also have upgrades to those sidegrades (Warlock, Warlock+1) that require the original pieces. That way, a player's effort and time in getting the original pieces are not wasted when the new gear becomes accessible. They become an investment.

    Just my opinion.
    (6)

  2. #22
    Player
    Kam's Avatar
    Join Date
    Mar 2011
    Posts
    429
    Character
    Kamara Barrett
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Wolfie View Post
    Last I checked, people weren't regularly doing AV.
    I'm talking in context to your point that sea and cop dyna wasn't considered worthy of doing. At the time, AVs drops would have made sea a bit more appealing at the least.

    Both didn't see "much action" due to many players struggling with the requirements to unlock them.
    (0)

  3. #23
    Player Wolfie's Avatar
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    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Kam View Post
    I'm talking in context to your point that sea and cop dyna wasn't considered worthy of doing. At the time, AVs drops would have made sea a bit more appealing at the least.

    Both didn't see "much action" due to many players struggling with the requirements to unlock them.
    And with AV not being a 100% pop, and nobody figuring out how to kill him, and taking a month to gather up all the required pop items. Getting Sea and COP Dynamis access was the easy part.
    (0)

  4. #24
    Player
    Kam's Avatar
    Join Date
    Mar 2011
    Posts
    429
    Character
    Kamara Barrett
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Wolfie View Post
    And with AV not being a 100% pop, and nobody figuring out how to kill him, and taking a month to gather up all the required pop items. Getting Sea and COP Dynamis access was the easy part.
    Well, to bring up other issues with sea, and from a mage point of view. Those fecking capes never dropped... and if they did. It was at the cost of a pop item. Novio from JoL being a bit of a carrot on a stick for mages..

    Though still. Point was if AV was made a "killable mob", by the masses, back in the day. etc etc. Its just another point of bad planning/design I guess.
    (0)

  5. #25
    Player Wolfie's Avatar
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    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    That's what I was arguing though. If they sit at the cap and all new gear comes out as sidegrades or minor upgrades, they run the risk of people not caring about new content because it's not worth the effort. It's a lot harder to come up with good designs for new content that both doesn't obsolete old content AND doesn't come out obsolete itself.
    (1)

  6. #26
    Player
    Kam's Avatar
    Join Date
    Mar 2011
    Posts
    429
    Character
    Kamara Barrett
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Back on topic I guess! Its catch 22.

    If SE can do the cap increase right, (with yoishi being a hardcore EQ player and talking about his fustrations with that game briefly in his last forum reply) Its a good reminder this game is being built *generally speaking* in the right hands.... >.>

    *dont shoot me yoishi haters*
    (0)
    Last edited by Kam; 06-29-2011 at 11:39 AM.

  7. #27
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Wolfie View Post
    That's what I was arguing though. If they sit at the cap and all new gear comes out as sidegrades or minor upgrades, they run the risk of people not caring about new content because it's not worth the effort. It's a lot harder to come up with good designs for new content that both doesn't obsolete old content AND doesn't come out obsolete itself.
    But FFXI still managed to. When new content came out, there was always something that people wanted from the new content. Hydra wasn't camped that much, but I assume the other 2 were (I never did HNMs, so I could be completely wrong).

    While they definitely run the risk of people not caring about new content if they don't raise the level cap and keep everything sidegrades, they guarantee that people will not care about the old content anymore if they do continuously raise the level cap.
    (1)

  8. #28
    Player

    Join Date
    Mar 2011
    Posts
    196
    I disagree with the OP. I played FFXI for years myself and I hated the fact that you were stuck @ 75, no progression, no new armors/weapons to strive for, nothing. I quit multiple times and restarted only because that was more fun than progressing to nowhere.

    In my opinion, every 6 months, a cap raise of 5 ranks should happen. Every 6 months, minimum of 2 dungeons for that new Rank would be required to be added to the game. Also, new weapons and armor for those 5 ranks, along with new recipes, items and more. This prevents the game from becoming STALE or STAGNANT. You will always have something new to do, and new content is fun and in your opinion might negate the previous content.

    You need to think about the future of the company, and if there is never a FIXED CAP, then the game can ALWAYS GROW. FFXI made a poor decision in staying at 75 forever. Abysmal ruined FFXI in the fact that they stuck at 75 for 7+ years before raising the cap, and removed YEARS of content... not 6 months of content.

    When doing my 6 month plan, the dungeons should have a RANK cap of that level appropriate area. This keeps existing dungeons playable. Also in this plan, they can change/modify drops/mobs etc inside those dungeons and make them different and re-playable again at any ranks. Maybe even make it drop parts for the new higher ranked weapons/armor.

    FFXI started dying once everyone did the same content 100 times over. Only the truly hard core, or the super casual ended up staying awhile. Everyone in the middle lost interest.

    I'm sorry if I keep rambling on, and I hope Yoshi reads this and is in agreement with my thoughts, I have said this before months ago, and hope it makes sense, for both players and for the company.
    (2)

  9. #29
    Player
    Kam's Avatar
    Join Date
    Mar 2011
    Posts
    429
    Character
    Kamara Barrett
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Auction girl. Your idea (though I see why you'd want it) Is not for everyone. Its not the direction XIV is going.

    And your sig alone tells me why you'd want that model.

    It would be soso easy to go to typical "play another game".. "go outside".. "get a job" stuff. But my intention isn't anything like that. ^^;
    (3)
    Last edited by Kam; 06-29-2011 at 11:50 AM.

  10. #30
    Player

    Join Date
    Mar 2011
    Posts
    196
    Quote Originally Posted by Kam View Post
    Auction girl. Your idea (though I see why you'd want it) Is not for everyone. Its not the direction XIV is going.

    And your sig alone tells me why you'd want that model.
    Its the best decision they can make, and just cause I have a lot of time to play this game, shouldn't make my opinion any less valid. My idea keeps the game fresh every 6 months (expansion) and gives new and old people something to do.

    Who doesn't want new content every 6 months?
    Horizontal growth leads to more complaints than vertical growth. As you increase the ranks, you make the lower ranks easier to get up there, reducing some of the lower ranks EXP needed per rank/level. This keeps new players in the game and able to catch up, and also keep the old players in the game exploring the new areas and items.
    (1)

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