Players who write I quit in the forums haven't really quit the game they just re sub for a month every time a new patch is out.
Players who write I quit in the forums haven't really quit the game they just re sub for a month every time a new patch is out.
OP is yet another victim of end-game community divide by the way it is currently designed.
Although it is understandable how you feel about the current end-game system, you have to be more proactive in finding other players who have similar schedules and mindsets to progress through the end-game content. It would be nice if SE decides to redesign the current end-game system since it really is just a rinse and repeat weekly lockout fiasco. But, I don't see them doing this until they introduce the cheap noob-friendly Echo buff in patch 2.4-2.5 to accommodate people who don't like or cannot clear weekly end-game lockout content.
Till that time, however, SE will keep this system to continuously generate money from sucker players like myself who like gambling every week just to see what drops will fall in SCOB![]()



There's just no easy and nice way for me to put it but WoW old end-game design is pretty much not working for the rest of the community. It's not just affecting FFXIV ARR it's gonna affect every MMO. Players are realizing and questioning why the experience is no longer enjoyable.
There has to be objectives that people can do at end game that are rewarding experiences. Yet gating all meaningful rewards behind the hardest content were only a very select few can tackle it the first month is a not the answer to longevity. Nor is it making all secondary and meaningless rewards a painful grind that feels like a punishment.
Basically a combination of
When Difficult Is Fun - The Difference Between Challenging and Punishing Games + How to Teach Complicated Mechanics .
Quest Design I - Why Many MMOs Rely on Repetitive Grind Quests + Quest Design II - How to Create Interesting MMO and RPG Quests
I'm not gonna judge FFXIV ARR until the expansion comes out but they could've made better choices between 2.2 through 2.3. They could have also tackled E3 better and the current constant "silence" isn't helping.
That mentality hasn't worked for years, yet it keeps being used.
Last edited by Gormogon; 07-03-2014 at 01:07 AM.



I'd even disagree with the idea that ARR provides players with meaningful rewards. If the game DID actually provide meaningful rewards, it would take much of the sting out of grind, RNG, or punishingly difficult content.There has to be objectives that people can do at end game that are rewarding experiences. Yet gating all meaningful rewards behind the hardest content were only a very select few can tackle it the first month is a not the answer to longevity. Nor is it making all secondary and meaningless rewards a painful grind that feels like a punishment..
But gear rewards in ARR can neatly be summed up as = iLvl
To use (75capped) FFXI as an example, it was a total pain to camp, claim and defeat mobs that dropped items like Joyeuse, E-bow, Kraken club, etc.. but at the same time, those rewards were powerful, prestigious, and well worth the effort when you finally got them. They didn't have an expiration date either (at least not for many years). The time you spent would pay off in making battles easier and allowing for more creative builds.
What gear is worth the effort in ARR? Not only is it all iLvl vanilla, but every bit of endgame gear in ARR is one patch away from obsolescence. Furthermore, the even the work you put into obtaining it will be completely diminished by the subsequent nerfing of the content. Does it help in battles? Not much. In fact, depending on the fight, excessive DPS can actually make it worse.
So ARR really doesn't have any meaningful rewards... and all of it's rewards have an expiration date.
BTW, I'd add the following to your list of EC videos:
DEPTH vs COMPLEXITY, PERFECT IMBALANCE



I was actually referring to the meaningful story portion of coil more than I was referring to the gear portion of end-game and how story depth starts being less when presented through CT, Primals, and other smaller tidbits like relic weapon and beast tribe dailies. Yet Main Scenario and Hildebrand keep that depth.I'd even disagree with the idea that ARR provides players with meaningful rewards. If the game DID actually provide meaningful rewards, it would take much of the sting out of grind, RNG, or punishingly difficult content.
But gear rewards in ARR can neatly be summed up as = iLvl
Personally I don't enjoy the way gear is being handled since all this constant upgrading of numbers which forces a very unhealthy obsession of the overall number gain.
From my perspective they should've made 6 types of gear all the same ilvl and all equally BiS as well. = Det, Crit, Speed, Balanced, hybrid (this becomes more than 1 type of set), and slotted (which would give slotted gear a lot of meaning if they made materia like FFVII). Yet that's just me.
Yet if you look at end-game just from a "gear" perspective, everything outside of coil doesn't have much meaning outside of "vanity".
Last edited by Gormogon; 07-03-2014 at 07:12 AM.
The game is already watered down for the Casual and they ask for more water...
I'd like to find out what the community's definition of a Fanboy is. To me it sounds like someone that actually plays the game and not make all type of excuses not to. If you want to raid and find a static, set a schedule that works around your daily life. If you can not do that then simply stop playing games or play something that doesn't require scheduling.
For people that have to wait for content to get into Duty Finder or pay for win just to get to new content, then it should be understood that even with new content, you will wait till that goes to Duty Finder or pay for win.
SE needs to cater more to the End-Game community or atleast offer more content that requires less RNG. Something like the Relic Reborn. Im sure implementing the Relic Reborn 2.0 into the game, half the community will be satisfied. No more atma/alexandrite grind which is just a rouse to get the community to sit in a corner while they think of new ways to make old content relevant.
Maybe we have different playstyles, but I really don't think this game absolutely requires you to have a static or there ends up being nothing to do. Of course, in order to do the second coil of bahamaut you need to start communicating with other people but up to that point by yourself it's manageable to get up to Turn 5 by yourself. Without a set group. Most MMO's do this and FFXIV:ARR is no different.
It comes down to how much effort you're willing to put into FFXIV:ARR. Considering you're practically waiting for your subscription to run out now I'm going to assume because it's not 100% reliable to use the DF it's too much of a bother to otherwise to find your own means of completing the content that YOU want to do in the first place.
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