I think OP is asking for more sandbox endgame and less grinding...
You play the wrong game, FFXIV nearly have no sandbox elements at all.



I think OP is asking for more sandbox endgame and less grinding...
You play the wrong game, FFXIV nearly have no sandbox elements at all.
SE has a low end-game content...
Nothing changed from the 2.X, we have only PvE content based on farming tombestones to gear up, clear Alexander like when it was Bahamuth and... that's all.
Plus, new skins are so awfull that nobody will farm for glamour.
Do it everyday, to all you jobs and wait until next update ? Not sure...


Blaming on new endgame that didn't come yet nor how hard will be is kinda... Wait for Tuesday and then cry all you want later.
I am already seeing some QQ threads after savage get released that is too hard and ask for nerf.
While I am hoping to be hard to take weeks to clear, unlike within 1 week like how was final coil, I am happy.
On other hand, having more variety would be nice. I miss the 8-man dungeons from 1.0 for endgame too, or get some alliance thing to do. Anything works as long is fun and keep us busy.
Last edited by Shiki_Lockhart; 07-18-2015 at 06:49 PM.

There are other things to do instead of end game content.


Well SonTensei, this is what happens when a game is revived on the principles of yesteryear. It's been established for a while now that themepark MMOs have a limited life span because the content they have can only maintain interest on their own for so long. The only way to keep people even playing older content is to pay them to do so via ingame currency going towards accessing newer content, which is done by locking newer content between higher and higher teirs of gear. Generally, this is done to prevent people from completing all the content and then leaving to do something else for a while until new content gets released.
If the developers want players to keep playing the game for a longer period of time without relying on a super rapid release schedule of new linear themepark content, there needs to be other elements to the game that offer experimentation and replay-ability. The glamour system is one such system, letting people fetch gear from around the game world and mix and match at will. Another thing they could build is a server side randomized dungeon creator that generates instanced zones, representing unexplored lands, that groups could delve into with gatherers in tow to get rare craft materials. Heck, maybe even make some that have to be used in the dungeon so crafters can get brought in, too.
Personally, I think the developers are avoiding the "random dungeon system" because of the copy pasta allegations from 1.0 and maybe the time investment to get it up and running. I'd like it if they put time into making such a system even if it meant I had to wait a while. If crowd funding has shown anything, people are willing to pay and wait for good things, and while some people may drop their sub when content runs out, there are people who would keep their sub up to support the game development.
Last edited by Colt47; 07-18-2015 at 08:44 PM.
So leave till the next expansion, problem solvedI beat all of the coils (t1-t13) before they got nerfed and will probably end up finishing alex savage before nerfing as well.. anyways it dawned on me and a few friends the other night..
endgame in 14 is pretty boring.
wish SE would have spiced it up with HW.
But .. seems like more of the same from 2.x..
would be nice to have something challenging to do.
Current game is like
1. grind tomes
2. learn raid
3. get weekly loot
4. grind hunts
5. repeat.
thats it..
on top of that, there isnt much uniqueness about the loot.
do something please SE![]()
The main end-game contents of HW will be FC Airship exploration, which will be available after patch 3.1 & so on. It was mentioned in the Live Letters, which none of you seem bothered to care about. -__-
Sounds like your suffering from MMO burnout in general.


Think it's less MMO burn out at this point and more so burn out from the exact same style of game. How many MMOs out there use themepark style dungeons, linear character progression, and expect people to grind out several different currencies to try and keep them occupied while developers scramble to get more content in? It's like the majority of MMOs coming out of Asia and at least a few coming out of the Western world.
Part of the problem is that they got this entire grind system lined up on top of a lot of good things that throw in variety. So people are pressed to do the currency grind to keep up even though there's crafting, gathering, Chocobo racing, Gold Saucer, etc. We shouldn't have to race to do Alexander or get our faces beat in on EX primals, but the system simply encourages it. Not to mention we want to level other classes as well, but because of that grind to get gear and access all the end game content it gets put into back burner territory. Well, unless someone has like 3+ hours an evening to grind stuff out. I don't think most people working regular hours have 3+ hours a night. Probably 2 hours at max.
1. Horizontal Gear Progression is a bad idea because it'll lead to gear bloat and having to carry a set of gear for every encounter or be kicked from the party.
2. Adding Sandbox elements can work but that mostly involves having a stronger PvP system, a variety of PvP content and maps.
3. Charater Progression can work if you buff the potency of abilities or change their affects.
4. Adding a variety of progression PvP progression like sieges and PvE progression like Assualts in instance map where we take over an enemy stronghold for relic progression. Garrisons an instance map where we can gain PvP rank.
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