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  1. #1
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    Anyway, in response to the OP and things I would like to see changed.

    1) More diversity in character development. Skill trees, talent trees, multiple roles in ways people can choose to play a particular class. Do I want to be a dps bard or do i want to focus more on utility and so forth while giving the tools to match. I know a lot are going to argue "cookie cutter builds" to this etc but I would ask to look what we have now. Show me different people that don't have the same cross job skills equipped, sounds pretty cookie cutter already huh?

    2) Set lines in player demographics and play styles. Poll the players, find out the content they prefer and work with that. Don't just assume all players want to live in dungeons and raids 24/7, if some do? Well great! Not everyone is like them though. Tune rewards and difficulty to each demographic so as a player in one tier has little benefit to do lesser tiers simply because there's no real benefit to them to do so. Everyone is set into the content they wish to do without being funneled and pressed into raids and dungeons and that's it.

    3) Set developers for set tasks. My knowledge of the SE hierarchy as I was told. If I'm wrong correct me please. Each dev I'm told is responsible for multiple game areas which if it is true it showing because everything feels like a mess in its presentation. Keep devs structured in the areas they know best. Weither it be questing, pve content, pvp content and so on.

    4) A more 3-dimensiona over world. Seriously I think we have more then enough dungeons to last the game years. A more open and sandbox'esq world would be absolutely fab. Hidden things to find, reasons to explore the world and I'm not talking about things limited to 18 hours and content that feels like its just something to do while waiting for a dungeon que to pop.

    5) A little more exciting and involving dungeon content. No I'm not talking about difficulty and mechanics. I'm talking about how all dungeons follow the same copy paste formula as the dungeons before them. Trash monsters >mini boss > more trash monsters > another mini boss > more trash monsters > final boss. Call it a day, done in 10-15 minutes. Make us want to play dungeons and not have them feel like a mindnumbing lesson in repetitiveness. Sure they're fun the first couple of times. After run number 50? Not as much.
    (5)
    Last edited by Aylis; 07-29-2014 at 08:41 AM.