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  1. #1
    Player
    neoxdeciple's Avatar
    Join Date
    Jan 2014
    Location
    Ipswich
    Posts
    108
    Character
    Shiroe Enchanter
    World
    Moogle
    Main Class
    Dark Knight Lv 60
    Im in complete confusion as to how development with relics come to this conclusion, Ifrit titan and garuda WAS FUN! People ENJOYED IT! they felt amazing SATISFACTION from finally getting their items. Hard modes wasn't an amazingly hard content, in the slightest. it was just right in terms of effort and reward and was a challenge to overcome utilizing brand new exciting content. How many people have you guys even talked to and discovered that they didnt enjoy the way you got those weapons? For gods sake impediment polls for questions you want to ask to get accurate information on the true enjoyment of your players please. I've personally not seen any players who enjoy rehashed grinding EVER.

    You have essentially (in my personal opinion) Taken an amazing idea that tied into the main story amazingly well, that had satisfaction reward and was actually interesting and turned it into .. well... something completely boring

    Just for information i completed two relics without any nerf's only completed second and third coil when echo was implemented, i am in no way a hardcore raider. But relic always gave be something to work toward, and Felt amazing whenyou finally got this brilliant weapon to show off before the rehashing kicked in.

    Id personally urge you to reconsider this. Id loved and played this game since before 2.1. but im just watching the life of things that was amazing start to be drained away

    But thats my 2 cents.
    (16)

  2. #2
    Player
    Mindy_Macready's Avatar
    Join Date
    Aug 2014
    Posts
    221
    Character
    Mindy Macready
    World
    Lamia
    Main Class
    Summoner Lv 100
    Can we please fix ALC potion crafts back to 2.x while we're at it? You want to help people meet dps checks, make potions easier to craft, with the old 3-per-craft yield back, and mats that aren't gated behind ephemeral nodes, gated further behind RNG.
    (8)

  3. #3
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by neoxdeciple View Post
    Im in complete confusion as to how development with relics come to this conclusion, Ifrit titan and garuda WAS FUN! People ENJOYED IT! they felt amazing SATISFACTION from finally getting their items. Hard modes wasn't an amazingly hard content, in the slightest. it was just right in terms of effort and reward and was a challenge to overcome utilizing brand new exciting content. How many people have you guys even talked to and discovered that they didnt enjoy the way you got those weapons? For gods sake impediment polls for questions you want to ask to get accurate information on the true enjoyment of your players please. I've personally not seen any players who enjoy rehashed grinding EVER.

    You have essentially (in my personal opinion) Taken an amazing idea that tied into the main story amazingly well, that had satisfaction reward and was actually interesting and turned it into .. well... something completely boring

    Just for information i completed two relics without any nerf's only completed second and third coil when echo was implemented, i am in no way a hardcore raider. But relic always gave be something to work toward, and Felt amazing whenyou finally got this brilliant weapon to show off before the rehashing kicked in.

    Id personally urge you to reconsider this. Id loved and played this game since before 2.1. but im just watching the life of things that was amazing start to be drained away

    But thats my 2 cents.
    Frankly everything I have heard is ALOT of people complained about the original implementation of the relic because A) it was too difficult for most casual people to get and B) it was easier to get than the raid weapons making raiders less motivated to do Coil.

    They solved this by making the relic very easy but time consuming to get and making it slightly inferior to raid tier weapons. Strickly speaking the relic/anima isn't for players who want a challenge just as Thordian EX and Savage aren't for players who want an easy experience.

    Quote Originally Posted by Mindy_Macready View Post
    Can we please fix ALC potion crafts back to 2.x while we're at it? You want to help people meet dps checks, make potions easier to craft, with the old 3-per-craft yield back, and mats that aren't gated behind ephemeral nodes, gated further behind RNG.
    I honestly haven't found this a problem since there are ephemeral nodes up somewhere almost all the time and the dust you need from them for potions is pretty common.
    (0)
    Last edited by Belhi; 01-06-2016 at 11:25 AM.

  4. #4
    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 Belhi View Post
    snip
    Here is where the sad thing lies in relic weapons. If the developers intend to make it for people who want to go the easy yet long route to getting the weapon, then whatever. However, their team who are suppose to be making fun content believes that only mindless grinds should be in it. I remember they used interesting content back then like puzzles that couldn't simply be looked up on a guide since people's quest were different from one another. It was very interesting and fun, and also did not require much out of the player besides working your brain. Why can't there be steps like this between the grind? Why can't developers put something fun in between the grinds. Use methods that goes strongly into the lore, keeping things interesting. You don't have to use battle content, it doesn't have to be 100% mindless grind the way through. Just give people some time to breath and not hitting the same mob for days/weeks.

    As much as I disagree with SE's approach to relics, they have to at least attempt to be creative in doing these quests. Not simply slap old content together and tell people to bang their heads on the keyboard till they receive a prize. All they care about right now is taking the easy route out, not actually caring about being creative.
    (1)

  5. #5
    Player
    Belhi's Avatar
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    Feb 2015
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    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Velhart View Post
    Here is where the sad thing lies in relic weapons. If the developers intend to make it for people who want to go the easy yet long route to getting the weapon, then whatever. However, their team who are suppose to be making fun content believes that only mindless grinds should be in it. I remember they used interesting content back then like puzzles that couldn't simply be looked up on a guide since people's quest were different from one another. It was very interesting and fun, and also did not require much out of the player besides working your brain. Why can't there be steps like this between the grind? Why can't developers put something fun in between the grinds. Use methods that goes strongly into the lore, keeping things interesting. You don't have to use battle content, it doesn't have to be 100% mindless grind the way through. Just give people some time to breath and not hitting the same mob for days/weeks.

    As much as I disagree with SE's approach to relics, they have to at least attempt to be creative in doing these quests. Not simply slap old content together and tell people to bang their heads on the keyboard till they receive a prize. All they care about right now is taking the easy route out, not actually caring about being creative.
    They never put puzzles into the Zodiak questline though, and though they did that once in 2.x, when they did anything similar in 3.0 with the Broom quests people complained.

    I'd also add that 'fun' is often relative. I tend to find PvP style games lose my interest very quickly as competitive gameplay holds lasting interest for me. However PvP is clearly a very fun pastime for a lot of people.

    One of SE's challenges is to create content that will be playable and consumed by the largest portion of their playerbase possible. Things that will only appeal to a smaller portion then to get relegated to the occasional extras. This is one of the reasons you see a lot more casual gameplay than challenging. Simply put there are a lot more people playing casual gameplay than is playing challenging. I wouldn't be surprised to find the number of players who have actually downed Thordian EX to be well under 10%.

    SE tries to mitigate this somewhat by adding story or trying to add a little diversity or even just giving interesting rewards. However this is bound to be a constant issue SE has as they try to balance what content they deliver. From their perspective the people who really would get value out of the relic are people who wouldn't be getting it other ways like doing the EX primals. Regardless, due to the power of the end relic they were always going to gate it behind a lot of time consuming effort regardless. Running Ravana EX 30 times wasn't going to get a player a weapon on par with the weapon drop from savage Alex.
    (0)
    Last edited by Belhi; 01-06-2016 at 01:23 PM.

  6. #6
    Player
    Velhart's Avatar
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    Mar 2011
    Location
    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Belhi View Post
    snip
    I cannot agree to any of this. You are basically saying that SE should not do anything to shake things up even at casual level game play. People are not asking for them to make the relic quest where you need to beat bosses harder than Thordan or Savage. What people are asking is to at least put some breathing room in the relic quest line. It doesn't have to be difficult content, but it should be fun content. Something to get you out of that grind mind set, even if it is just for a little while. I think you have failed as a company when you have tons of people dreading on how not creative the quests is and they are not fun at all, then you make an excuse on why it has to be not fun. The very same people who preach that if people are not having fun with it, you did something wrong.

    Seriously, wouldn't of it been great instead of running old dungeons from ARR again which in itself took no time at all, you instead offer an interesting puzzle that has you going around the world finding clues, then working together with the community to put the pieces together, figure it out, then finish the quest and continue on your new grind. It is called breathing room where you don't go from a painful grind to another painful grind. It just blows a fuse in a lot of people.

    You are not going to make any content without shaking up the community a bit, its going to happen no matter what. Why not attempt to give them something they didn't know they wanted? SE lost it's creativity and is now just putting mindless grinds in and poor attempts to bring FFXI like content into this game. All they can accomplish is getting people back in the game for a short while before they head off again. They barely do anything now to influence people to stay in. Playing too much into the safe route and catering too heavily on the casual audience, they are going to learn the hard way that it is not a good idea. Again, they think only short term, not long.

    It feels like at this point that FFXIV doesn't know what it wants to be anymore and we all suffer for it.
    (4)

  7. #7
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Velhart View Post
    Here is where the sad thing lies in relic weapons. However, their team who are suppose to be making fun content believes that only mindless grinds should be in it... Why can't developers put something fun in between the grinds. Use methods that goes strongly into the lore, keeping things interesting.

    As much as I disagree with SE's approach to relics, they have to at least attempt to be creative in doing these quests. Not simply slap old content together and tell people to bang their heads on the keyboard till they receive a prize. All they care about right now is taking the easy route out, not actually caring about being creative.
    Great post Velhart. I totally agree.

    While we may disagree about the potential for a Long-Term Goal-type Relic (FFXI Style), your post summarizes a fundamental flaw with the current Relic Quest, even as is (short-term, eclipsed every other patch).

    It's the most lazy, uninspired, boring quest we have in FF XIV, easily. It's sad: Just replay old dungeons, old content, and grind mindlessly until you achieve the target number.

    I would still like Yoshi P to consider a Long-Term, Always Viable version of the Relic (where it's Alternative Content with its own unique challenges), but if it had to be kept as is (for casual only), at least make it more interesting.

    Heck, they could RE-USE pre-existing 3D Models of various Monsters in the world, and rename them to be special "NMs", throw in some ambushes, or script some battles (that *don't* have to be super hard), and take you across various parts of the world and it'd be infinitely better than the garbage that is the current Anima Weapon Quest.
    (2)

  8. #8
    Player
    Alahra's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    1,798
    Character
    Alahra Valkhir
    World
    Balmung
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Kiara View Post
    I would still like Yoshi P to consider a Long-Term, Always Viable version of the Relic (where it's Alternative Content with its own unique challenges), but if it had to be kept as is (for casual only), at least make it more interesting.
    I would be willing to bet that they have considered it, but also that they don't have the resources to really produce that content specifically for the weapon questlines. In a perfect world, I think everyone would love to have a questline full of nothing but new content through each expansion, including the developers themselves, but the necessities of making that happen are probably not within the realm of possibility for the team as it currently stands.

    So since that's not something that's likely to happen, let's take your other thought: how do you make the relic questlines "more interesting" while keeping in mind certain fundamentals that the content should address: 1) it needs to focus on time investment as opposed to clearing difficult content; and 2) it should serve as a means by which older content can be made relevant again for the benefit of newer and returning players (or, if you would rather they not do this, you have to understand that development time would thereby need to be spent on finding a way to keep that content relevant so that they game doesn't stop attracting new players entirely).

    I rather like the idea of NMs (I was always fond of them in FFXI), but the game already sort of has a model for this in Hunts, which would mean revisiting old content again, which you consider problematic. Whether they used NMs or Hunts (which are, essentially, NMs without unique loot drops and currency drops instead), over-reliance on them would also introduce elements of randomness and competition (hooray spawn-camping) that might not sit well with some players.

    Doing some spawned monsters could be interesting (not unlike the NMs in FFXI's Abyssea), though. They did something like that to a certain degree with the Novus stage—some of those maps were actually a bit risky to complete solo. I wouldn't mind seeing a stage similar to that again (dress it up differently, though, in my opinion—don't just do maps again).
    (0)
    Last edited by Alahra; 01-07-2016 at 06:48 AM.
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  9. #9
    Player
    Zumi's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Based on the feedback that we have been receiving, we will be lowering the difficulty of Alexander: Midas (Savage) that will be implemented in Patch 3.2, while simultaneously setting the item level of the Savage weapon and the item level of the new Allagan tomestone weapon to be different. We would like to revamp the overall balance moving forward with these changes.
    Is this really going to fix the problem with end game players who have quit because the current savage is still hard?

    Even if the next set of raids is easier, very few will going to see them unless, either the current raids are nerfed or the requirement of beating the current raid to progress to the next raid is dropped. So what is actually going to happen with 3.2? Will there be nerfs and echo to the old savage or will it just not be a requirement to do Midas?
    (0)

  10. #10
    Player
    FeliAiko's Avatar
    Join Date
    Aug 2015
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    591
    Character
    Feli Aiko
    World
    Odin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Zumi View Post
    Is this really going to fix the problem with end game players who have quit because the current savage is still hard?

    Even if the next set of raids is easier, very few will going to see them unless, either the current raids are nerfed or the requirement of beating the current raid to progress to the next raid is dropped. So what is actually going to happen with 3.2? Will there be nerfs and echo to the old savage or will it just not be a requirement to do Midas?
    Most likely you'll only have to clear Midas NM to unlock Savage, since NM is the canon story and Savage is the Minstrel's deliberate re-imagining of what happened.
    (0)

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