+1 dropped hard for crafting gathering... However pve content is strong on its own imo
+1 dropped hard for crafting gathering... However pve content is strong on its own imo
Not really i mean there will always be players that get unhappy and some will flat out quit. Or like your self they will only play for big patches but i really don't get the ones like your self who quit and then re sub for big events i mean if you keep getting un happy with a game why keep playing?


That's the problem: We have to run roulette. There was never a reason to lock ESO to roulette and dungeons exclusively with a 450 cap per week in place. They could just as easily handled it like Law and give it out through hunting (even if it was just 5 per A rank), or even expand both law and eso, giving it for completing X-number of minigames at gold saucer, complete some special gathering or crafting daily, or maybe even reward some for treasure hunting. The problem is they want us to run the same static dungeons over and over, and the Expert Roulette just makes it incredibly easy to see why this doesn't work. Someone would have to be a workaholic to want to keep doing that roulette repeatedly every day after already having done it at least 20x before.
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Their strategy of 100% static content is fine if the game is intended to be played through and then dropped. But MMOs are supposed to be persistant worlds people want to log onto and do stuff in every day. It's hard to do that if the content is the same old hat content over and over again, and the only solution they have in the short term is to pay people with ingame currency to get them to do the content (with the right job... which is usually tank).
So long story short, people can play the same content over and over again with heavy gating on currency or go play someone elses game that has completely fresh content and doesn't gate the player. For most people, the answer is usually the latter. Not to mention there is the slippery slope of depending on a compulsion to keep people playing, as that is what the reward system for static content + the heavy gating creates and promotes. Blizzard / Activision pushed that strategy in full force with their title and it's become an epidemic in MMOs, leading to a lot of problems socially and sometimes even endangering physical health.
Last edited by Colt47; 07-25-2015 at 11:14 PM.


Because Yoshi P and his team do the static content well when they bring it out. The issue is the life time worth of that content is pretty short, which is why a lot of MMORPGs now are pushing a mixed approach of having procedural generation for some content and saving set piece development for story related stuff. Unfortunately, Yoshi P and Co had to push something working out incredibly fast from the original game and probably didn't have time to even consider something like this. Not to mention Square Enix wanted to avoid anything that seemed like a risk at the time given they stated they couldn't handle another FFXIV flop.Not really i mean there will always be players that get unhappy and some will flat out quit. Or like your self they will only play for big patches but i really don't get the ones like your self who quit and then re sub for big events i mean if you keep getting un happy with a game why keep playing?
Keep in mind this board is not the majority of players who actually play the game. Most don't really come here to chat because the forum blocks those who's sub has lapsed so we got a small slice of vocal fans doing most of the talking. Personally, I favor the opinions of the guys who are not posting very much here and have moved to other titles, because they generally have insight that the core audience lacks in this game (including myself as I'm a fan of Final Fantasy and want to see FFXIV succeed, rather than be more of a game hopper).
Last edited by Colt47; 07-25-2015 at 10:26 PM.


They do try to push out new content every 3 months, which is pretty quick. Adding procedural content would be nice, but it's not a trivial effort.Because Yoshi P and his team do the static content well when they bring it out. The issue is the life time worth of that content is pretty short, which is why a lot of MMORPGs now are pushing a mixed approach of having procedural generation for some content and saving set piece development for story related stuff. Unfortunately, Yoshi P and Co had to push something working out incredibly fast from the original game and probably didn't have time to even consider something like this. Not to mention Square Enix wanted to avoid anything that seemed like a risk at the time given they stated they couldn't handle another FFXIV flop.
There is no shortage of good ideas on these forums or on the Internet in general. However, most of these ideas are suggested before new content is released, without consideration for the game's target audience, or without the realization that there has to be some justification for this suggestion. If the team works for months adding in procedural dungeons, and yet that has no impact on growth or retention rates, what was the point? I'd like for Square to be a bit more transparent in the roadmap for the game, so that the players have some context for the design decisions made. I also wish Square would have a PTR where they could test out new ideas.Keep in mind this board is not the majority of players who actually play the game. Most don't really come here to chat because the forum blocks those who's sub has lapsed so we got a small slice of vocal fans doing most of the talking. Personally, I favor the opinions of the guys who are not posting very much here and have moved to other titles, because they generally have insight that the core audience lacks in this game (including myself as I'm a fan of Final Fantasy and want to see FFXIV Y succeed, rather than be more of a game hopper).




That's the thing, it's all dungeons and Alexander. Even if not having to spam the lvl 60 ones, people still have to do a dungeon every. Single. Day. Dungeons get tedious and boring after a while, specially if doing them daily. I think the point people are trying to make is that the game needs variety in how to obtain the gear. If people get bored, they will simply stop playing.That just proves that doing any content will put you well on your way to capping Esoterics without spamming 60 dungeons. It`s Saturday and you`re 390/450 while doing other things not related to grinding the same 2 dungeons over and over. Unless you really need to cap right away, you can progress at a steady clip and have the option to bulk farm if life requires you to not log on. My little foray into story time was just meant to show that I never felt obligated to hop into a dungeon just for tomes.

That's basically my problem right now. I really enjoyed the dungeons at first, but now can barley get myself to log on because of the roulette spam every day.. hence why I didn't really play at all the last few days. \(°-°)/ Wouldn't mind to get tomes through more open world content.That's the thing, it's all dungeons and Alexander. Even if not having to spam the lvl 60 ones, people still have to do a dungeon every. Single. Day. Dungeons get tedious and boring after a while, specially if doing them daily. I think the point people are trying to make is that the game needs variety in how to obtain the gear. If people get bored, they will simply stop playing.



I think that the expansion is awesome and there is so much to do now. I don't know how there could be complaints about gearing.
Server: BEHEMOTH
FC: CASCADIA
Playing since Beta phase 3

oh look another "I want all my gear now and for free and i don't want to achieve anything" thread
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Did i just hear someone say an idea be to use hunts to get more gear? helllllllll no



