Ok but what if you're at the level cap?
Ok but what if you're at the level cap?

I wouldn't find it unreasonable to be able to kill an enemy at the level cap, but should we really be able to kill an entire force of enemies like this? I found this to be dismaying as I had killed bahamut yet was stopped by a few simple guards in the 2.0 storyline. Either I'm the strongest guy around, or I'm not. The overworld is a giant pushover compared to dungeons, trials, or raids. I think we should have a harder time in the overworld and it should increase our rewards for exploring. I also find it hard to change, considering gatherers have to travel and entire map to gather certain items.
Yeaaaah... I'm all down for more open world danger but... you see... my experience with this community (Actually, it's more like a thing everywhere) is:
1) SE introduces hard content. People demand nerf.
2) SE introduces easy content. People want hard content.
HW tried to bring some sense danger back and some relevancy to the new overworld map. They first failed when FATEs weren't profiteable and hunts only lasted for a bit until people got all their things upgraded and/or the upgrade elements were added to the LAW store. This expansion surely looks like an empty box, like when 2.0 was released (We actually have more things to do compared to these dark times). Granted, not all the content is appealing to everybody, but I'm sure, as the next patches go live, the dev. team will start to shape their world to make it more "relevant" for everybody, depends on what you consider "relevant", that's it.
HW maps are way bigger and it saddens me to see them so empty... however, I'm not a game developer at all, so I can't come up with ideas that could bring them back to life. So, I put my faith on the users with a nice vision for that subject and the dev. team themselves, as they gather or create ideas to revamp the current system.
This person has the right of it. SE has set all of us up for a strict Action:Reward system. At the very best, they can attempt to slow things down slowly so that more content is relevant. As it stands, players will balk at anything that gets in the way of efficiency. Case in point?Yeaaaah... I'm all down for more open world danger but... you see... my experience with this community (Actually, it's more like a thing everywhere) is:
1) SE introduces hard content. People demand nerf.
2) SE introduces easy content. People want hard content.
HW tried to bring some sense danger back and some relevancy to the new overworld map. They first failed when FATEs weren't profiteable and hunts only lasted for a bit until people got all their things upgraded and/or the upgrade elements were added to the LAW store. This expansion surely looks like an empty box, like when 2.0 was released (We actually have more things to do compared to these dark times). Granted, not all the content is appealing to everybody, but I'm sure, as the next patches go live, the dev. team will start to shape their world to make it more "relevant" for everybody, depends on what you consider "relevant", that's it.
HW maps are way bigger and it saddens me to see them so empty... however, I'm not a game developer at all, so I can't come up with ideas that could bring them back to life. So, I put my faith on the users with a nice vision for that subject and the dev. team themselves, as they gather or create ideas to revamp the current system.
Exhibit A:
Crystal Tower series; no longer relevant and no one bothers despite the fact that it's beautifully done
3.0 Hunts; I see TONS of A and S marks out now, just.... being alive. Not relevant not being done.
SE could spend months of overworld content and it will just get over looked because we are bent on getting some meaningful measure of power from it.
Chocobo Racing, Triple Triad, Gardening, Personal Rooms and the impact on furniture, 2.0 Hunts and subsequently 3.0 hunts all left behind.
And even instances: 1st and 2nd Coil (possibly 3rd, but i cant find a DF group for T9), CT.
The biggest challange that SE has now is finding a way, when moving forward with 3.0 to make content last. As it stands, if it isn't ilvl related, the majority won't touch it.
Last edited by Xairos; 10-12-2015 at 06:54 AM.

The problem with this system is that right at a patch launch/expansion launch tons of people are engaged with the content, and then slowly everyone stops playing until the next patch. I'd rather have a consistent and growing community than one that just comes back for patches.This person has the right of it. SE has set all of us up for a strict Action:Reward system. At the very best, they can attempt to slow things down a slowly so that more content is relevant. As it stands, players will balk at anything that gets in the way of efficiency. Case in point?
You are right. I admit that i'm right there at 100% because I love the rush of a new patch, but yeah, it needs to last a bit longer and it needs not to undermine all the old content. But I don't know how they can do it.The problem with this system is that right at a patch launch/expansion launch tons of people are engaged with the content, and then slowly everyone stops playing until the next patch. I'd rather have a consistent and growing community than one that just comes back for patches.

Beautiful Crystal Tower, Chocobo Breeding and Racing, Triple Triad, Gardening, Housing, Hunts, Coils, Crafts
people complain there is nothing to do yet they all overlook this aspect of the game, but as u all said everything is forgoten if it is not related to an ilvl and if it is not relevant for your raiding progression, they need to do something with them to make people want to do them, they are actually adding a lot of stuff to do in the game, a lot more than any other mmorpg i have played, the problem is a lot of people are not interested, except me i guess and some other folks, i do think void ark, airship adventures and 2 new dungeons will be a lot more interesting for the raiding community of the game,

I don't see this as an issue, honestly. SE did a very successful job of keeping 2.0's content relevant throughout the whole of 2.0, whether this was by making you go back to it for relics or adding new loot like ponies.
Obviously 2.0 content has been left behind because we're in 3.0 now and I am sure they plan to keep all 3.0 content in circulation as much as they can the same way they did 2.0.
I wouldn't consider 3.0's content to be "hard", or at least convincingly challenging...
Sure it's difficult to beat right now, but people are already killing the first savage floor "The Oppressor" without seeing more than 10% of the fight (before the first jump).. Why? Because it's on a formula where ilvl plays the only relevant part in how difficult any piece of content can and will be... It's garbage that people mistake for hard because it adds both {time before ilvl cap is met} and {number of lockouts before one can comfortably participate in end-game content}. It's an illusion to represent "difficulty" when in reality the average player can't look past how much time it will take before they can partake in clearing the given content...
1) SE introduces hard content. People demand nerf.
2) SE introduces easy content. People want hard content.
It's irrelevant...
I'm talking about making the game great, not catering to empty minded complaints.
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