To me, Diadem is worse than Hunts as far as disappointment goes. The former was something they gave themselves time to develop (as opposed to Hunts where it came off as just thrown in due to fan request), as a canvas to add further content onto over time. This was the kind of thing they were citing as an example of why they had to make cuts on content elsewhere (i.e. number of dungeons per patch dropping to 2), only to end up with Hunts-in-an-Instance with yet again high rewards for doing so little.I think it's a shame, as Hunts have been probably my biggest disappointment for this game so far (I'm more bothered by them than I am by Diadem's failure, to be real, though Diadem is definitely a close second).



 
			
			
				A lot of people saw that Diadem was not going to work as intended out the door.To me, Diadem is worse than Hunts as far as disappointment goes. The former was something they gave themselves time to develop (as opposed to Hunts where it came off as just thrown in due to fan request), as a canvas to add further content onto over time. This was the kind of thing they were citing as an example of why they had to make cuts on content elsewhere (i.e. number of dungeons per patch dropping to 2), only to end up with Hunts-in-an-Instance with yet again high rewards for doing so little.



 
			
			
				In regard to the hype, yes. I just loved NMs and related open world type stuff in FFXI, and had really hoped for something more like that here when they started talking about Hunts originally. And they discussed them as being aimed at solo, light party, and full party play originally, which suggested to me that they were going to be force-popped sort of like treasure maps were.
What we got was another zerg mess, though.
As it is, I actually kind of enjoyed Diadem as it reminded me a little bit of Dynamis and Abyssea, but the implementation was just really messy (and it seems like future Missions might be structured better). Hunts, though, I don't think there's any saving.
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In truth, I didn't have high hopes for Diadem but I still assumed SE would've come up with a more refined, structured concept.
Agreed. Plus some of the ideas I've seen for Hunts might as well be incorporated into Diadem instead.
There has to be a way to make the relic/zodiac/anima weapon grind or process better than adding a crafting wall to it. Sure the grind seems crappy but there has to be a way around it that doesn't involve an RNG base, Fate sitting, or crafting. I have very little issue with the unidentified item grind but I can see where people do. Same with the light grind from the nexus and zeta weapons. There just has to be a better alternative than forcing people into the crafting wall when it has nothing to do with the combat system. I'm not saying make crafting useless but I wouldn't mind it being an alternative or way to make the grind faster. Just not forcing those of us who find the crafting system of this game mediocre and monotonous at best, abhorrent at worse.
You can always buy the stuff from players who do craft, instead of doing it yourself. I think that was the point of making them specialist recipes. The first step of the first relic also required crafting. It also went to say that crafting before the anima weapons was completely useless. There wasn't any gear they could make because they can only make 185 items (Hello? 2 weeks into HW, i.e. 5 months earlier, we had 190 gear for free). Now people who enjoy the crafting part of the game can make useful items, not just the players who made Culinarian and Alchemist.There has to be a way to make the relic/zodiac/anima weapon grind or process better than adding a crafting wall to it. Sure the grind seems crappy but there has to be a way around it that doesn't involve an RNG base, Fate sitting, or crafting. I have very little issue with the unidentified item grind but I can see where people do. Same with the light grind from the nexus and zeta weapons. There just has to be a better alternative than forcing people into the crafting wall when it has nothing to do with the combat system. I'm not saying make crafting useless but I wouldn't mind it being an alternative or way to make the grind faster. Just not forcing those of us who find the crafting system of this game mediocre and monotonous at best, abhorrent at worse.
The objective (see the live letter) was to make an unrestricted mode where you can do whatever you want for your objectives. Unfortunately freedom only leads to disaster with this playerbase.
If you give MMO players freedom to do whatever they want, they'll eventually find a very efficient way to do it, and that will become the only acceptable way to it, even if it's not enjoyable. That's in no way limited to this game's player base.
Yes, players were given the freedom to:
1. Complete at least 3 of the listed objectives for some Eso
2. Kill these monsters for a chance at i210 gear
Not surprising what option would win out here.
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			 Originally Posted by Kaurie
 Originally Posted by Kaurie
					
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