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  1. #1
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Raiden
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Nektulos-Tuor View Post
    Trakanon's loot was relevant for almost 4 years... lol

    That shield effect and other effects worked until they finally nerfed it.


    Ill Will from Shard of Hate is still relevant now. However its not much of an upgrade, not even 1% health.



    Standing around doing nothing is absolutely horrid and boring. However the loot needs to be worth that grind, right now its not.
    Stuff I got off Trak was replaced pretty quickly. Didn't have much lock stuff drop :P

    People stand around "doing nothing" in FFXIV for MONTHS because they get the top level equips and while some unsub until the next patch, some stay around "doing nothing" at Mor Dhona/Idyllshare. It's no different, and to be honest, it's even worse in FFXIV's case.
    I don't stand around and do nothing.

    if I don't have something to do at any given time, I *gasp* log off and go do something else.

    Quote Originally Posted by Welsper59 View Post
    Microtransactions have become a common, though despised, thing these days. Had this been a decade ago, you would certainly be tarred and feathered for it. To me, I place these things in the same category as those who complain about something they have full control over not continuing payment for. You do with your money what you want. I'm old enough to know that with how entertainment works these days, there will practically always be something out there for me to throw my money at, and if any given source chooses to go with something I enjoy, my money goes to them for as long as I enjoy it.

    Had this been a decade ago, you wouldn't have very much choice in what games were available.

    That's another thing folks forget about those older days. There was next to no competition. Everquest was the *only* game of it's type for a while, and XI never got big marketing. Asheron's Call(first one) didn't get much either, and it never really had a big population.

    These were niche games. If they had 100k subscribers, they were lucky for the longest time.

    Me? If i spend long hours in a game, I want to do it because I'm having fun. Farming rare drops? Not fun. Sitting on my arse waiting on respawns? Not fun. The reason I *don't* play those games is because they felt like a chore. If I don't have a reason to log in every day, great. Gives me an excuse to go outside.

    eidt: below:

    Quote Originally Posted by Fevelle View Post
    So the 999 roulettes and esoterics farming at Neverreap or Fractal doesn't feel like a chore for you? Well...
    No, actually, it doesn't. Especially since I haven't done it that many times, and I don't "farm" it.

    Contrary to popular belief, you don't need to have your esoterics capped in one day. I'm generally done by Saturday.
    (4)
    Last edited by Nadirah; 09-17-2015 at 12:32 PM.

  2. #2
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Nadirah View Post
    The reason I *don't* play those games is because they felt like a chore.
    So the 999 roulettes and esoterics farming at Neverreap or Fractal doesn't feel like a chore for you? Well...
    (4)

  3. #3
    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 Fevelle View Post
    So the 999 roulettes and esoterics farming at Neverreap or Fractal doesn't feel like a chore for you? Well...
    It honestly shouldn't of been that way in the first place. There should be at least 3-4 new dungeons and redos of level 50 ones to 60. I'm not asking too much. That is perfectly reasonable for an expansion.

    They have more subscribers and are making far more money then EQ2 is, yet producing 25% of the content.

    They should have at least 9 remake dungeons (dungeons based on older zones.) and 4 new dungeons with their own unique loot/armor sets and loot tables. Rare items as well.

    Each dungeon should have its own armor sets as well, even if its a retexture. However I only really see one set for ALL 2 dungeons.

    Heavensward was suppost to be an expansion. I pretty much see an adventure pack. They put too much effort into useless zones that nobody ever goes to. Sorry to sadly say that, but its true. They have beautiful overland zones that are a TOTAL Joke and are unrelevant after you reach level 60.
    (4)
    Last edited by Nektulos-Tuor; 09-17-2015 at 11:12 AM.

  4. #4
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Nadirah
    I don't stand around and do nothing.

    if I don't have something to do at any given time, I *gasp* log off and go do something else.
    The XIV devs were always aware of XI's tendency of this. You see many things in this game implemented to cure this.
    Duty finder, fates,changing jobs/skills/gear on the fly, popped NM in 1.0, short duration dungeons, roulette.

    Quote Originally Posted by Nadirah
    Had this been a decade ago, you wouldn't have very much choice in what games were available.

    That's another thing folks forget about those older days. There was next to no competition. Everquest was the *only* game of it's type for a while, and XI never got big marketing. Asheron's Call(first one) didn't get much either, and it never really had a big population.

    These were niche games. If they had 100k subscribers, they were lucky for the longest time.

    Me? If i spend long hours in a game, I want to do it because I'm having fun. Farming rare drops? Not fun. Sitting on my arse waiting on respawns? Not fun. The reason I *don't* play those games is because they felt like a chore. If I don't have a reason to log in every day, great. Gives me an excuse to go outside.
    They weren't niche because they were more boring or easy. It's because they were hardcore.
    I consider GTA casual to midcore, it sells millions upon millions, but in terms of playtime I usually set these games down for a good while after beating the main story and twenty hours of destroying stuff. And that is fine since the devs don't make more money by me playing longer since it isn't sub based.

    Dark souls is hardcore, not everyone gets into them but it sells around 2 mil or so. You can spend around 200-300 hrs easily playing the game normally.

    Both games make money but because there is no sub, how long we play has no consequence on content getting developed. XIV either has to sell millions+ copies per expansion or create deep, relevant, long lasting content to keep people subbing.

    If they get lazy and just throw in filler, repetitive content, or padding, gamers today are aware and will unsubscribe eventually if things don't change due to lots of choice today.

    Farming rare drops and monsters could be fun and not be just sitting on your arse if done right. Like an actual hunting system with deep mechanics involving tracking, trapping, learning eco systems, meta.
    It could be an active and visual system.There could also be a system of interacting where drops could be coaxed by you.

    The problem is here there either is no system in place or it is done in a static, menu based % game with not enough resources to keep it being active.

    General mmo mentality is:
    Consume the main course(story,unlocks,gear)then log off till the next meal.
    Not many stay long for the sides(meta,side content,expanded stuff)if the sides are lean, tasteless, or common side items.

    The content needs to bring the:
    Breadth
    Relavence
    Engaging
    Active
    Depth
    Time respecting
    Honed

    Also no bread is good without butter, butter makes everything taste better, butter is variety.
    (2)
    Last edited by Sandpark; 09-17-2015 at 09:56 PM.

  5. #5
    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 Sandpark View Post
    The XIV devs were always aware of XI's tendency of this. You see many things in this game implemented to cure this.
    Duty finder, fates,changing jobs/skills/gear on the fly, popped NM in 1.0, short duration dungeons, roulette.



    They weren't niche because they were more boring or easy. It's because they were hardcore.
    I consider GTA casual to midcore, it sells millions upon millions, but in terms of playtime I usually set these games down for a good while after beating the main story and twenty hours of destroying stuff. And that is fine since the devs don't make more money by me playing longer since it isn't sub based.

    Dark souls is hardcore, not everyone gets into them but it sells around 2 mil or so. You can spend around 200-300 hrs easily playing the game normally.

    Both games make money but because there is no sub, how long we play has no consequence on content getting developed. XIV either has to sell millions+ copies per expansion or create deep, relevant, long lasting content to keep people subbing.

    If they get lazy and just throw in filler, repetitive content, or padding, gamers today are aware and will unsubscribe eventually if things don't change due to lots of choice today.

    Farming rare drops and monsters could be fun and not be just sitting on your arse if done right. Like an actual hunting system with deep mechanics involving tracking, trapping, learning eco systems, meta.
    It could be an active and visual system.There could also be a system of interacting where drops could be coaxed by you.

    The problem is here there either is no system in place or it is done in a static, menu based % game with not enough resources to keep it being active.

    General mmo mentality is:
    Consume the main course(story,unlocks,gear)then log off till the next meal.
    Not many stay long for the sides(meta,side content,expanded stuff)if the sides are lean, tasteless, or common side items.

    The content needs to bring the:
    Breadth
    Relavence
    Engaging
    Active
    Depth
    Time respecting
    Honed

    Also no bread is good without butter, butter makes everything taste better, butter is variety.
    Sandbox games are really (were) the only MMOs that can really offer that depth and longevity. Honestly people these days do not want to put time in their games, and why should they be stronger then someone who does? So many games these days have daily caps, daily quests, uninteresting stories and plots.

    I have 800+ hours clocked in Dark Souls 1 and Dark Souls 2.
    I also have 700 hours clocked in RUST. (Survival Horror.)

    What makes those games so good?

    They don't feel like its tedious to grind and play the game. The grinding is actually engaging and fun. It challenges me.
    (1)

  6. #6
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Nektulos-Tuor View Post
    Sandbox games are really (were) the only MMOs that can really offer that depth and longevity. Honestly people these days do not want to put time in their games, and why should they be stronger then someone who does? So many games these days have daily caps, daily quests, uninteresting stories and plots.

    I have 800+ hours clocked in Dark Souls 1 and Dark Souls 2.
    I also have 700 hours clocked in RUST. (Survival Horror.)

    What makes those games so good?

    They don't feel like its tedious to grind and play the game. The grinding is actually engaging and fun. It challenges me.
    If you design a game catered to those who have a lot of time to spend a given night, your game is set to being a niche title at best.
    (8)

  7. #7
    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 Velhart View Post
    If you design a game catered to those who have a lot of time to spend a given night, your game is set to being a niche title at best.
    Not really Niche. That type of game-play is really popular in animes.

    They just think its "ONLY IN VIRTUAL REALITY." like SAO...

    Its not Niche, because there has not been an MMO designed for that style of gameplay for... 11-13 years now?

    Nothing really like it at the moment.

    It can't be niche when there is nobody doing it.


    Honestly, that is a popular opinion. However, your wrong.

    Statistics do point that you are correct, however the new generation of gamers in an MMO have never really been challenged by anything. They never had a challenged thrusted in their face. They never had a sense of fear when leaving their towns or dangers from the world.

    Make a game and treat it like a WORLD INSTEAD of a game.


    Your "Popular" game idea, has me logging in BORED doing NOTHING for HOURS because THERE IS NO CONTENT. We have DONE it all. NOTHING challenges me. NOTHING makes me AFRAID. Bosses don't scare me. EVERYTHING IS A CHORE. Yet this is.. fun?

    The idea of sitting for 7 months waiting for the next update may sound fun to you. However if you make a game that takes hours upon hours and challenges you... your game will last longer.

    What you don't realize, is the popular game is short lived. Until the next "WOW" comes out and everyone leaves and flocks to it because its new and shiny. Now your game is dead. Meanwhile, the "Niche" game still has its same subscribers.
    (3)
    Last edited by Nektulos-Tuor; 09-18-2015 at 01:46 AM.

  8. #8
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Nektulos-Tuor View Post
    Not really Niche. That type of game-play is really popular in animes.

    They just think its "ONLY IN VIRTUAL REALITY." like SAO...
    What works on a TV show may not translate well into an actual game, especially one aiming at worldwide appeal.

    Its not Niche, because there has not been an MMO designed for that style of gameplay for... 11-13 years now?

    Nothing really like it at the moment.

    It can't be niche when there is nobody doing it.
    Do you know what niche means? It means only a specific audience favors that type of style.

    Honestly, that is a popular opinion. However, your wrong.

    Statistics do point that you are correct, however the new generation of gamers in an MMO have never really been challenged by anything. They never had a challenged thrusted in their face. They never had a sense of fear when leaving their towns or dangers from the world.
    Making more time sinks does not make a game difficult, it just milks it more. Difficulty is actually making he fights hard and require your skill and ability to understand your job and mechanics, not how much time you can invest into it. By your logic, the worst of players can be the best if they bang their head on their keyboard enough.

    Make a game and treat it like a WORLD INSTEAD of a game.
    That is subjective thinking. What you consider immersion into a world can be different from someone else's.

    Your "Popular" game idea, has me logging in BORED doing NOTHING for HOURS because THERE IS NO CONTENT. We have DONE it all. NOTHING challenges me. NOTHING makes me AFRAID. Bosses don't scare me. EVERYTHING IS A CHORE. Yet this is.. fun?
    There is plenty for you to do. You just don't want to do them. The only valid complaint I have seen in this thread is that this game's only difficult content is Alex(Savage) and EX Primals(kind of). Most content can be face rolled except those. People have this "bored" mindset because there is no middle ground. They should of made Alex(Normal) on the difficulty of Final Coil and Alex(Savage) tuned up harder than it is currently right now. Without a good middle ground, there are complaints that there are only catering to each extreme end. The ones that want everything handed to them on a silver platter (Alex(Normal) basically) and people who want over the top punishing content (Alex(Savage)).

    tl;dr Time =/= skill
    (5)

  9. #9
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Velhart View Post
    Do you know what niche means? It means only a specific audience favors that type of style.
    l
    I just figured that I'd let you know that everything is niche, given this definition.

    In terms of how it's generally used in markets is "a specialized but profitable corner of the market."


    So under your definition, everything is niche. Casual, hardcore, raiding, crafting, chatting etc etc.

    Under the market definition, 'niche' is not a bad thing, as it's profitable.
    (3)

  10. #10
    Player
    karateorangutang's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    779
    Character
    Celest Ru'milan
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Nektulos-Tuor View Post
    snip
    Quote Originally Posted by Sandpark View Post
    snip
    We got pretty far off topic eh?

    Anyway, some of this stuff is pretty good and could be implemented. However, MMO's need to attract more casual players than hardcore players to survive. You need a way to create enough content to make casual players feel at home then you need a smaller set of challenging content to keep them interested beyond the beginning. Now changing dungeon mechanics to include things like harder pulls would be cool, but only really affects the tank class. It's very difficult to make a dynamic that affects all the party members. Especially when roles are so defined in an MMO game.

    Equivalating Dark Souls and GTA to a MMO is... like comparing apples and oranges. They have completely different gameplay types and endgame goals for the player. Plus a MMO game based on twitch response is a recipe for disaster. I would require even smaller instanced areas for the server to handle the load.

    There's a specific reason why MMO content is decidedly simplistic or extremely difficult. It's to make the design to progression ratio easy to deal with. They either have to make it easy to make so that it can be pumped out en masse, or they take their time and make it so difficult that it takes months to be able to clear. It's a massive undertaking to create a new content and there needs to be a way to deal with the sheer amount of customers they need to deal with.

    Additionally, EQ2 has been around since 2004. They've had time to fine tune a formula. FFXIV is still a relatively new MMO. They still need time to make mistakes and correct them.
    (2)
    Last edited by karateorangutang; 09-18-2015 at 02:19 AM.

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