My thoughts:
1. Relic / Anima Weapons
-They're not strictly bad for what they offer. The main problem with them this time around is that they were released very late into the content cycle due to the difficulty of Gordias Savage, causing many players to freak out because 3.2 isn't far off and we've barely started. If we had the quest back during, say, 3.05, it wouldn't be so daunting because we know every even numbered patch raises the maximum iLv; here we have from 3.15 to 3.2 to get it done, while raiders have had from 3.05 to do Gordias Savage. In fact, they purposely delayed the Anima Weapon quest because raiders were having a hard time with Gordias Savage, and made it more difficult because of it.
For the most part, the grind would be far more bearable if it were released earlier, but to keep Gordias Savage weapons as the best and make sure people knew who had cleared the hardest content, they kept Anima Weapons shelved because you'll get the crazies who pump theyselves full of caffeine and get the equivalent iLv weapon in 3 days. (This still doesn't address the money issue most casual / solo players, the target audience of said Anima Weapons, likely won't be able to overcome.)
2. Horizontal Progression
-... is a waste of development costs. If you provide a greater variety of ways to progress, people will simply pick out the most efficient methods / paths and deride anyone who doesn't follow suit. As it stands the few ways of vertical progression we have get dull, and gear resetting every even numbered patch does get predictable and old, but adding in horizontal progression will not help - it's just going to annoy raiders who will need to run old content over and over again to gear up replacements / substitutes and scare away casual players because they can't necessarily make progress for a given amount of time.
Look at World of Warcraft's scrapped "Paths of the Titans" from Cataclysm: a perfect example of horizontal progression that was scrapped, most likely because if you deviate from the one that gives your class the most pluses people will not touch you with a 10 foot pole. This isn't much of a problem to casual players, but it is for people looking to get into the raiding scene... meaning so as long as the game is built around the raiding scene, vertical progression will continue to be a thing.
3. Competition
-There is competition among raiding Free Companies to see who can clear the content the fastest. There always is. Gordias Savage was just too hard for most this time around, leaving FCs to devolve into glorified chat rooms, but that's not the intended purpose.
I agree, there could be more done with Grand Companies (make branching parallel story paths for each?), but this game isn't built around PvP to the degree any other MMO is. There's no faction rivalry, and the PvP is given an excuse plot so people can go fite other players.
Either way, for every winner there must causally be a loser, and nobody wants to play a game to lose. Should there be more competition among players? Yes and no: it does help create an in-game identity and a group to identify with, but it also breeds a lot of negativity and butthurt if you aren't on the winning side. (I've not a competitive bone in my body, though, so take this for what you will.)


Reply With Quote







