People only entered them to do leves (in party or solo) or farm some stuff (mostly solo). If there was no leve and nothing to farm in the dungeon then there were no people in the dungeon.
As example Shposhae was a good place to farm red corals. But not good to farm gear, because it gave you only level 15 gear.
The instanced Toto-Rak was more visited, because you could turn the gear from it into GC seals at least.
Last edited by Felis; 04-22-2014 at 12:17 AM.
This is actually the biggest flaw with old style MMOs and one of the biggest sources of their lack of appeal. Forcing people to form groups makes the time it takes to complete content take a billion jillion times longer. Hence the Duty Finder and Party Finder which make this easier. I'm not saying that this kind of content shouldn't exist. It SHOULD and it DOES in the form of endgame raid and maybe Extreme primals. But, this should not be "most content" because MOST players don't have time for that. It's part of why your beloved 1.x died and deserved to die. If you like that kind of thing XI still exists.
If people don't have the time to invest in a something, why the hell are they even doing it. I just don't get this way of thinking. This is a genre that has its roots in party play. Its party play that help build and promotes community, it also help police the community to a point. You can't be an ass if there is consequences to your actions, that's why I loved mmos before they started the cross server crap, you could have friends and rivals and jackasses either shaped up or would be blacklisted by the community. Now we have complaints of a 'toxic' community because there is no repercussion to being an ass, because there is a good chance you will never see that person again.This is actually the biggest flaw with old style MMOs and one of the biggest sources of their lack of appeal. Forcing people to form groups makes the time it takes to complete content take a billion jillion times longer. Hence the Duty Finder and Party Finder which make this easier. I'm not saying that this kind of content shouldn't exist. It SHOULD and it DOES in the form of endgame raid and maybe Extreme primals. But, this should not be "most content" because MOST players don't have time for that. It's part of why your beloved 1.x died and deserved to die. If you like that kind of thing XI still exists.
Time available to invest is all relative to the person playing it. I personally hated 11 because you spent more time looking for parties than actually doing anything.
If you really, truly wanted to have some people to hang out with, you'd find a way to do so. Even before I joined an FC, if people were out doing things at the same time as me, I'd interact with them. We aren't in the same FC. I talk to people in CT runs. If they're on the same server, cool, may be able to group with them later.
Just because you aren't forced to make a party and can do things solo or through DF doesn't mean that there's no interaction. Yes, you have to make an actual effort to do so, that's the difference. If people don't take the opportunities, that's them. Its not going to fall in your lap.
The community is considered toxic for a ton of reasons other than "there aren't any consequences."
And most importantly the battle system was better in 1.23, minus the animation lock of course.
Given that FATE-ing is basically the same exact thing except you *gasp* actually move around and don't just sit on X beach grinding Y mob, I can't see how this is anything's fault other than your own.
I know I have people on my friends list that were interesting and chatty during FATE groups and I wanted to keep them around to talk to later.
Relatedly I love how everything on your list is either subjective or a worthless anachronism that should have died with Everquest 1.
Profitable game design (Many would outright say good game design) requires that a game be ACCESSIBLE. The average gamer is no longer a teenager with obscene amounts of free time. Using FFXI as an example I often spent as long just forming a party and doing NOTHING BUT looking for a party as I ended up being able to spend leveling or doing whatever content. Game designers need to think about the player's sense of reward for their investment of time. A game that forces you to form your own parties in large inhospitable worlds certainly offer plenty of immersion. You would probably say a lot more "immersion" than FFXIV currently offers but the problem in this case is that immersion breaks accessibility. The full-time working Mom just isn't going to be able to play the game you wish FFXIV was in any practical way. This person essentially CANNOT play and CANNOT enjoy the game making it inaccessible for him or her. This is why the gameplay you enjoy is enjoying a slow death. Until robots are doing our jobs and the vast majority of us no longer have work or responsibility you wont see a resurgence in that type of gameplay.
The full-time working Mom isn't going to be playing XIV anyway, as this game is heavily endgame focused and that requires a time commitment, something casual players like said Mom dread.
1. I don't recall the side quests in 1.0 being any better than the ones in ARR. You're still running around doing menial tasks for people.
2. I'm a bit indifferent towards this, but they made the ARR variant not require so much so it's easier to gear up for post story I think. They want a mix of solo and group content, not everything being forced down your throat to group up for.
3. Hamlet alone is the reason I didn't do the relic quest in 1.0. I loved the concept of gatherers and crafters being able to participate, but the execution of it (using broken equipment to get more battle points, not to mention funneling all items through one person so you could get the highest contribution rank) and the distributing of seals was just retarded.
4. FATEs fill this role, despite whether you like it or not. There were also achievements for clearing the map in ARR; it just didn't require running through level 90 mobs with no point whatsoever.
5. This is maybe the one thing I'll agree upon. I miss areas like Cassieopeia Hollow and I think there should be some areas in the game that don't require going into an instanced area to experience it. On the same hand, it needs to have meaningful content attached with it instead of being a wasteland infested with monsters.
6. The game shifted to most group play being focused towards end-game dungeons, so there's really no point in having anything over level 50 in the open world.
7. To be fair these dungeons were also scaled down to be lower level. The Chimera trial is pretty equivalent in difficulty to what it was in 1.0. These dungeons functioned horribly in 1.0 anyway. It became a case of "you need to have 3 jobs leveled and geared and be able to swap to them on the fly to speed run this in 20 minutes" opposed to actually playing the class you liked, assuming you actually wanted to be able to participate. Also, most people in 1.0 couldn't clear Garuda once the BLM exploit was fixed, so I'd say that fight was plenty difficult.
8. Was replaced with dungeons. The Duty Finder doesn't really help with the social aspect of things but you do have the option of running things with people on your own server.
9. Strongly disagree here, there's way more variations of content in this game than there in 1.0. You just have to look past what you like to see the whole picture. That's a common gripe around these forums: "I have nothing to do." "Have you done...?" "I don't want to do that." People complain there isn't content, but it's just things they choose to ignore.
10. Almost all the content once you hit level 50 requires a group so not sure what the issue is here...? I've made friends with people that I've joined random groups with.
11. PS3 limitations. You're welcome to zoom in your camera to match the distance you want to see, but good luck being effective in end game content when you can't see the whole environment.
12. You're really going to compare a game that had to be scrapped against one that turned SE's financial woes around?
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