

That is what XIV does already... There are 2 different gear sets at max ilvl each cycle. Now if only the group gear didn't totally replace raid gear each content cycle we could actually GAIN content instead of replacing it.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.
You can, but in addition to having to either reuse art assets or invest more time developing new art assets (and you'll get people complaining with either choice) that means you're either:
- increasing the loot pools of existing events (which has its own issues), or
- adding more content from which to obtain items (and if they were capable of generating content faster, they already would be, and we probably wouldn't be having this conversation).
Legit concern. I'd rather this than any of Gold Saucer bth thoYou can, but in addition to having to either reuse art assets or invest more time developing new art assets (and you'll get people complaining with either choice) that means you're either:
- increasing the loot pools of existing events (which has its own issues), or
- adding more content from which to obtain items (and if they were capable of generating content faster, they already would be, and we probably wouldn't be having this conversation).
Loving the fact that I brought up Leaping Lizard Boots and this is the direction the thread has taken XD #loldrg


Contested content provides the purest MMO experience. Allowing players to interact with others within the world created. Players coming together, surviving great tests, and forming bonds is what MMO's should be about. Constantly creating ways to overcome the career griefer within MMO's will only lead us to a game where all of the game is instanced and all players are segregated bar the few rare meeting areas ala Guild Wars. Social skills or the lack thereof should not drive the "innovation" of MMO's. More focus should be put into creating more contested content, more areas within the game where players can experience excitement thus spreading out the population of a game world. More exciting areas would do great wonders to alleviating congestion and griefing. If there are only one or two really "cool" dungeons’ or areas within a game, of course everyone is going to be there.
Guess what pretty much every game is now?

This formula of gaming has no longevity. Especially when you are copying everyone else and not presenting originality. I doubt SE will listen as long as people pay for a sub we are part of this problem btw cause we continue to pay. Action wont be taken until we stop subbing until Yoshi P and the Dev team starts listening to why players are complaining. Cause as long as people pay for this it will never give the impression that anything is wrong!
@Sandpark, those articles are incredibly biased.
As a side note, I'm here *because* it gives the "old days of wow" vibe, from before the atrocity that came post Cataclysm.
Going straight into an old school horizontal system is going to end up alienating most of this games' audience. People are already tired of Alexander, much like they were tired of CT and Coil, and wow players were tired of Seige for 14 months, and y'all want release content to be relevant/borderline mandatory for years?


@Nadirah
Look, I don't care if the game is vertical or horizontal much. The main things I want is:
-All content to stay relevant and non trivial
-Gear to last longer than one patch before being tossed
-More variety of events
-More open world
If vertical can achieve that via Progression server,sidekick, level sync, or some other means, then vertical could work too.
I have yet to see one post besides maybe the EQ post even hinting remotely to that in a vertical based system.
I have fond memories of FFXI, but there is a middle ground between wanting to spend ten years to achieve things or in one or two patches.
Last edited by Sandpark; 09-17-2015 at 08:41 AM.

Yeah I like the guy's post who listed all the things you can do in Final Fantasy XI, and stated what people hated about them... But what people are failing to realize is that all that content was released at different times, and still remained relevant, years apart... Hell in 2014 I ran Dynamis with my Blu solo everyday that I could, just because getting exp in there was upgrading my AF+2 clothes. Yeah I had Seekers of Audolin, but there were NM's to camp with my chick...
I wish people would stop saying this game isn't FFXI, and we should let go of the past... To better ourselves we look at our past mistakes and successes. For Square enix not taking great examples from FFXI and not implementing them is a waste of years and years of data in which they succeeded... Get off of WoW's and this new MMO trend, take a stand and take your game to that next level, where the options of what to do are endless.
Last edited by Luciano_Bozzelli; 09-17-2015 at 08:24 AM.
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