http://massively.joystiq.com/2014/02...l-progression/
Try reading this.
http://massively.joystiq.com/2014/02...l-progression/
Try reading this.
First of all horizontal progression is an oxymoron. It doesn't exist. But its what people call what they did in FFXI. In FFXI they released a ton of gear sets over time from various different events, and because of the way FFXI worked you could swap gear at any time, so you could swap in a bunch of haste gear when you were trying to get tp then you could swap in a bunch of str for your weapon skill, if you had to cast like utsusemi you swap in your fast cast gear, using berserk swap to your enhance berserk gear, using warcry swap to warcry gear ect . FFXI often would release gear from a new event they had a cap on how good the stats could be and often there would be so many pieces of gear that were worthless because gear you could get form sky from 5 years ago was still better. Then SE comes along and releases something that is about 1% better then what currently is available but puts it behind a huge grind, for example salvage, this is in fact vertical progression because its like very slightly better, and not all the pieces of gear are better.
If you didn't care about that 1% better dps you could get then you could just ignore the content and still use your 7 year old gear.
Basically what people liked in FFXI was vertical progression that offered very very small upgrades.
Last edited by Zumi; 12-18-2014 at 09:11 AM.
XIV released incremental increases yes. Gear in XI got negated but it took on average 6+yrs for content to be rendered irrelevant. (aka content lasted 3 whole expansions as relevant endgame)
Pure horizontal content is as bad as pure vertical that I will agree with, there has to be a drive to do the content. Which is why almost no one did savage mode in XIV... there was no reward.
What people liked in XI was the fact there was little content negation. Like you said people could still wear gear from 6yr content. IN sky there was still a few BIS armor pieces 4expansions later.
But sea content was also BIS, Dynamis gear was BIS, Limbus gear was BIS, Salvage gear was BIS, HNM gear was BIS, ZNM gear was BIS, Crafted gear was BIS, BCNM/KSNM gear was BIS <= all at the same time.
This allowed XI's content to build on itself. IT was more then 2 dungeons, 1 primal and 1 raid at endgame. It was 100+ instance boss fights, 10 2-3hr long 20+man raids, over 200 open world boss fights, 30ish 30min-1hr raids, 3 sets of tiered open world force spawns (sea, sky, znm). And every single one of these improved your character some how... nothing was vanity only. It is not an exaggeration to say XI pre-abysea had over 25,000hrs of endgame content if you were a guild, you literally could run guild events 80hrs a week and not even be able to do all the endgame that was available before the resets happened.
Yes XIV is new and obviously above is after about 6yrs of development. But the way XIV is being developed it will follow WoW's path which means only a small fraction of the game <10% will be relevant once you are at true endgame. Currently at endgame XIV has the following content. Shiva (Takes 2 weeks to get all the gear tops) and Coil 10-11-12-13 <= THIS IS IT. That is the problem with XIV's model. Once you are at the top you are out of things to do. Once you can clear coil you can finish everything XIV has to offer in 8hrs then you have to wait until Tuesday to honestly play again (so 8hrs vs 80hrs).
My expectations:
- ilevel 130/135 gear will be the expected entry level endgame gear for Heavensward.
- New 51 to 60 craftable White Gear with ilevels equal to their level requirements will be added for DoW, DoM, DoH and DoL. New craftable 1, 2, 3, and 4 star green gear will be added.
- The current i55 to i90 High Level dungeons (and i100 dungeons added in 2.5) will be the majority of the 50 to 60 leveling dungeons. Meaning that they stay a major source of gear of that range.
They said they will pass the feedback on so it is a promise? God you are entitled.Yep, they said it. It was a community rep who said it. They said something along the lines of "we let the dev team know about you guys wanting horizontal progression, and they know, seeing what they can do" etc.
found it: http://forum.square-enix.com/ffxiv/t...=1#post1838321
yoshida also stated that the ilvl is raising way too high, too fast, and he wants to slow it down, for horizontal stuff. woooot.
I can't agree more, really glad that someone willing to pointout the fact.
Btw, If someone wants "horizontal progression", why not give it a wider view?
In ARR, players grow their characters not limited to single job or a piece of weapon (ie. relic),
there are multi-classes, achievements, crafting log, gathering log, fishing record, honor, housing, pvp rank, 3GC, chocobo, mog delivery, beastman relationships, complete every leve, complete every quest...etc
all of above progress simultaneously and the progression is accumulated forever. ^^;
Last edited by Nicobo; 12-18-2014 at 10:56 AM.
I hope dungeons are handled different, with each patch adding iLvl dungeons with useless gear and crafting mats was kind of a bummer.
I agree with everything in your post but this. Horizontal progression occurs when your ability to complete some content improves without automatically improving your ability to complete other content and basically increases the "width" of content you can access.
Currently we do have some slight Horizontal progression gear wise. There are two major bits of content with completely different gear needs Coil and PvP. BiS in one is not BiS in the other.
We kind of need more content with different gear needs in order to have true "horizontal progression."
Kinda makes me sad that Elemental Resistance is such a laughably pathetic stat in this game...
I could see a system where Dungeons, Primals, Coil/Tower, and PvP all have their own unique and "required" stats. Primals especially since the currently worthless Materia is right there already... Not that I'd want six sets just for Primals... Could always throw in a multi-resistance Materia for completing Primals as a new goal. Dungeons would have been nice if their gear had a Treasure Hunter stat which improves loot/tomestone rewards - wear that in dungeons and the dungeons even retain some difficulty while you farm tomestones for a Coil/Tower set... Slap Elemental Resistance and Treasure Hunter on Relics and they become significantly less meh, too...
Can't even provide enough space for PvE and PvP gear sets and I just proposed the notion of two extra gear sets per Job... I've clearly gone insane...
Last edited by Nalien; 12-18-2014 at 02:00 PM.
Lore-wise it'd be kind of strange seeing upcoming peasant clothes be stronger than say, High Allagan gear that the super-advanced Allagan Empire used to conquer much of the world and enslave world destroying entities like Bahamut.
But I guess it can't be helped.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.