Just want to point out, people wanted open world NMs too.
Then they released Hunts.
Now people want Leve dungeon bosses that can be spawned in the open world.



The hunt is an unbalanced, and unfinished system, it was made in a rush and it's far from what the player base asked for, there's no guarantee they will implement something we want the the way they should, that's why we give feedback.
Also, examples of failed contents shouldn't be used as excuses to not listen the feedback, they should be used as experience.
I'm aware. I'm just pointing out potential outcomes of asking for content on the grounds that it's been there before and people want it.The hunt is an unbalanced, and unfinished system, it was made in a rush and it's far from what the player base asked for, there's no guarantee they will implement something we want the the way they should, that's why we give feedback.
Also, examples of failed contents shouldn't be used as excuses to not listen the feedback, they should be used as experience.
Because just going off their track record already, an open world dungeon with good and unique loot will most likely end up "open world" enough to be there, but then be blocked off by some sort of leve system to make sure "the powerful few don't hog it from the masses".
Yep, but Hunt was a last minute addition and not properly streamlined - think of hunt as that term paper you try do 20 minutes before class, it's not going to be good for anyone. People want 'leve dungeon bosses spawned' because XIV 1.x had a system called Faction Leves, which was the better version of the hunt while using almost the same concept.
I think the root of the problem is the dev team,
they may not have enough MMO experience or they aren't talented in RPG/MMO design.
(I mean, where is the RPG love/dream in ARR? I want to ask the dev team: Do you LOVE RPG?)
I really miss Hiromichi Tanaka and Sakaguchi Hironobu.(FF5,FF6,Seiken Densetsu series)
I love the Bomber man series made by Yoshi too, but....sigh
the new titles don't have the charm, the sense of adventure,the memorable memories.
I love 1.23 too, the more i play ARR the more I don't like it, the game is too simple, too shallow for me.
it's just a lobby dungeon co-op game.
Last edited by WeiShan; 07-28-2014 at 10:59 PM.
Any MMO using this system, is not a real MMO; and it belongs in a free-2-play game. I kept playing ARR hoping it would someday become like 1.0 was but a year has passed and my mind is clear now that this game is not what I want it to be. I canceled my subscription because I do not want to support a game that makes fun of human intellect. I am sure even a monkey can be taught to get to level 50 doing FATEs and spamming 1,2,3,4 endlessly to get an attack out. Hey, Yoshi, we are not stupid animals okay. You dont get my money anymore while you belittle my capacity to think and play.
This game is not going to last using their gear treadmill model. All endgame players will quit eventually in time when they realize the game has no potential because the combat system is light and fluffy and relies on dodging attacks.


The question I keep wanting to ask is, "Why does FFXI, a game designed at the beginning of the last decade and the early days of MMOs, have so much more depth than a game developed this century?"
From BCNM/KSNMs to Elemental strengths/weaknesses of mobs to open world boss mobs in low level areas (yeah, you died occasionally... life is a bitch sometimes!) to NMs across all level ranges that were still relevant until Abyssea to beautiful zones you wanted to explore and the varying weather conditions that subtly altered the experience. There's not one aspect of that game I feel FFXIV has equaled let alone surpassed.
Okay, maybe jump.
Or not.




Good topic.I'd like to see Yoshi P add:
* A Real Party-based Combo System, where you might be able to combine certain attacks like the Triple Tech (CHRONO TRIGGER), Skillchain / Renkei (Final Fantasy XI), or an improved / new Battle Regiment System.
A way where you and your party members can coordinate doing something Meta / NOT just tied to a script or your own basic skill rotations you normally do the majority of the time as it is now.



Hmm, complexity is almost never a good thing.
The best way to design a game is to have simplicity with depth. Making things complex for the sake of being complex only makes it unappealing and hard to approach (yes even for "hardcore players"). If you are a game designer, if you go off the idea of wanting to be complex, you are already asking for trouble in many areas.
Look at Super Mario Bros. if you need an idea of simplicity with a lot of depth. Or even most very popular/critically acclaimed titles across all genres both offline and online. One thing that most of them have in common is they learned to be simple in design, but in depth of what you use those simple mechanics for around you.
Technically FF8, the monsters level alongside you. Assuming you don't have your junction tab set up well.
What? I am quite sorry but that is an insane statement. Complexity 'adds' depth where done tastefully, even your Mario example the depth (I don't agree that mario is a game with a lot of depth) comes from situations that make your interactions more complex such as complicated jumping segments or enemies with complex mechanics) comes from complexity despite the game not being super complex. Simplification always results in 'limited' depth, the complexity of a system determines how much depth can be had from it. IGNORING THAT, if complexity was never a good thing then we would be playing games where we have no characters but would just be represented with a square instead because character art and 3d worlds is unnecessary complexity right? How about needing to move in combat? Don't need it, its another layer of complexity right? Don't have gear, levels, don't make people do anything because complex mechanics in any way are bad right?Hmm, complexity is almost never a good thing.
The best way to design a game is to have simplicity with depth. Making things complex for the sake of being complex only makes it unappealing and hard to approach (yes even for "hardcore players"). If you are a game designer, if you go off the idea of wanting to be complex, you are already asking for trouble in many areas.
Look at Super Mario Bros. if you need an idea of simplicity with a lot of depth. Or even most very popular/critically acclaimed titles across all genres both offline and online. One thing that most of them have in common is they learned to be simple in design, but in depth of what you use those simple mechanics for around you.
Again, I am sorry but that is simply wrong.
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I'd like to see Yoshi P add:



