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Thread: Boring Endgame

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  1. #1
    Player
    Zabuza's Avatar
    Join Date
    Feb 2013
    Posts
    724
    Character
    Zefis Shadowsea
    World
    Leviathan
    Main Class
    Monk Lv 60
    Quote Originally Posted by Stanelis View Post
    The thing is FFXIV is weak on every aspect other than graphics and art design. While it was understandable during 2.0 (as SE was in a rush), it is harder to understand in Heavensward.
    Sounds like this game isn't for you if you think that.

    Quote Originally Posted by Dyvid View Post
    Open world primal with FC primal summoning.
    I could've swore this idea was talked about quite a bit before Realm Reborn even launched. I wonder what happened to it?
    (2)
    Last edited by Zabuza; 07-20-2015 at 02:03 AM.

  2. #2
    Player
    Reaperking386's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    655
    Character
    Ertai Spelldragon
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Zabuza View Post
    Sounds like this game isn't for you if you think that.



    I could've swore this idea was talked about quite a bit before Realm Reborn even launched. I wonder what happened to it?

    It was. The major problem was that you cannot have a boss that drops loot that can be tagged easily by anyone with out it being contested. They felt fates were a better solution for Odin and Behemoth since it allowed everyone to get good gear at the time without killing it with bots and campers.
    (0)

  3. #3
    Player
    BlaiseArath's Avatar
    Join Date
    Sep 2013
    Posts
    452
    Character
    Blaise Destin
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Reaperking386 View Post
    I feel like you are wrong. Story is amazing and content is wide to everyone. It just depends on what appeals to you or does not. If nothing is appealing to you find a new game that does. Isn't that the MMORPG dream? Find a game that meets your standards? Because asking it to change for you is like a girl saying "I am going to change him."
    I think I brought this up, its not that the game itself isn't fun, its that it has little to no replay value in its content. Doing something the firs time, sometimes even the second or third can be a thrill and enjoyable, but they design content so you'll be doing it a hundred times between expansion, yet the content itself feels like it was designed to be done once and never touched again. Its almost counter-productive design. Each thing is an awesome experience in itself. Yes Ravana was fun, Bismark was fun, even the 2.0 primals were fun.. the first few times... but its the only thing you'll be doing for months on end, it becomes "not fun".

    So yah, they're not entirely bad but it feels like they have no time to consider, or just don't care to consider, "How can we keep this fresh the 30th time they do it?". It just seems or feel short sighted. I've already said how they could fix this in previous posts before... but some basic examples on how they could fix dungeons---

    *-Add Multiple pathways, with different bosses each path. Perhaps 3-4 per dungeon, chosen at random when you enter the dungeon via Duty-Finder/Roulette as to prevent the "Go quickest route" runs. Its random unless you pre-make, then you can chose when entering (like undersized parties). Guild Wars 2 does this with their dungeons (though you can chose them, each has a daily reward so people do them all).
    *-Mix up the mob groups that spawn for each path. Maybe have a handful of possibilities each path with the general difficulty remaining the same.
    *-Perhaps add "Mini-Bosses" that sometimes spawn in place of a normal mob pack. These bosses would then drop a chest possibly containing a dungeon armor, or some (Unique dyes), even a chance at the dungeon exclusive minion.
    *-Some people like puzzles, maybe one of the paths could have fewer enemies but with puzzles to solve to progress.
    *-Spice up boss fights. They don't all need to be Square/Circle dodge mechanics. Something like Steps of Faith/A2 where some people are constantly doing a certain mechanic while others fight the boss... though maybe a little simpler for the sake of it being a dungeon and not a raid. Given time I could imagine some fights but on the spot, no. And that doesn't mean I can't think of any, SE has months of time to design fights... give me 2 months and I think I can design a couple dungeons as well.

    There are a handful of ways they could design content for longer life... And I think this would improve the game as a whole. While the above ideas would eventually become common knowledge, at least theres a strong chance no two consecutive runs would be exactly the same. Each time would at least be a "Which path do we have this time?" "Will there be a Mini-boss? Will he drop the minion?", "I wonder if we'll be doing the puzzles this time?". Adding even some small amount of variety to the dungeons like that would go a long way to increasing their replay value. It wouldn't make them infinitely replayable, but it would definitely be more replayable than before.

    When your game revolves around doing the exact same content 100 times to gear up your multiple jobs, that content needs an element of random to add variety and keep it fresh for longer. Its not a difficult philosophy to understand.
    (9)
    Last edited by BlaiseArath; 07-20-2015 at 06:33 AM.