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  1. #11
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Ibi View Post
    I don't think most of the sensible people who're asking for more things to do necessarily want more grinding time sinks. I hope not, anyway. We just have a few very loud, persistent voices who are looking for that in particular, rather than just going and finding a game where that's the actual design intent.

    I know I wouldn't mind more ways to advance my main job outside of Savage (especially now my only remaining upgrades come from A3S and A4S) and I'm vehemently opposed to long, boring grinds.

    Personally, I'd like to see something along the lines of ZNMs from XI; force-spawned mobs all over the world, with several tiers, with each tier being more difficult and the upper tiers requiring larger groups and consisting of tougher fights. A lot of the infrastructure is already there with the treasure map system, and the main difficulty of implementing something like that would probably come down to deciding how the reward structure would work.



    As someone else already noted, the crown just means the thread already has a Dev post in it somewhere. Threads that have a quick, simple, fact-based answer are much more likely to get a Dev post, simply because of the nature of the thread. Threads like this, or the GC thread, or the Paladin in Savage thread don't have a quick, simple answer that the Developers can provide, which limits their options in how they can usefully respond.
    FFXIV is packed full of mindless grinds.

    - Tokens.
    - Leveling 1-60.
    - PvP Ranks.
    - MSQ Quests.

    None of these things are fun at all. They are boring mindless grinds that suck the life out of you.

    Quote Originally Posted by Velhart View Post
    Exactly, people should be asking for multiple forms of hard content, not ways to create longevity through mindless grinds. To be fair to developers, they only have but so much time to put into making content before patch dates. I would suggest balancing content in other places. Like I said in a previous post, making Alex(Normal) on Final Coil level and Alex(Savage) harder than it currently is a good start. Going more in depth with treasure maps, do ZNM content like you mentioned, make EX Primals more challenging, and so on.

    Was really awesome how 2.0 handled the ilvl80 relic weapon quest. Involving hard(at the time) boss fights like Chimera and Hydra. Then having you fight Ifrit > Garuda > Titan during their prime to get items. Sure some padding, but it was well paced and not that frustrating and took a good while to obtain. Now developers think all you should do now is slam your head on a rock till you get an item to progress.

    There is a major imbalance in this game right now. Everything up to Alex(Savage) is faceroll easy, and makes content boring because everyone has beaten everything else to death at this point. 3.1 will come, people will faceroll Void Ark and the next EX primal and be back here complaining they are bored again. It still disappoints me that we have to make end game content so ridiculously easy except one piece of content. People and developers should go into the mindset end game that if they cannot handle what is given to them, then they need to wait till the next patch to get it nerfed. I am likely the unpopular opinion on that, but I don't recall people playing video games to have everything handed to them, people play them to be challenged. That is why I think things like a ridiculously easy Alex(Normal) is terrible game design and can't believe developers catered to the people who don't want to be challenged.

    It is understandable everyone is at their own skill levels and all should be catered to a certain extent, but as we have it right now is horribly balanced towards people not wanting to put the effort. The content should be hard in it's prime, then worked down to be easier over time with higher gear and echo buffs/nerfs when they are no longer in their prime.
    How about, for example. Adding big contested dungeons with tons of bosses and make the mobs dynamic and wander around and drop loot themselves as well as the bosses. So you have to fight through content and avoid dying or getting ganked by multiple mobs and having to body pull and be careful about how you enter a room.

    =3

    Drop Rates can be random and there can be placeholder nameds that spawn as well. With 10-20 minute respawn timers.
    (4)
    Last edited by Nektulos-Tuor; 09-19-2015 at 12:37 AM.