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  1. #111
    Player
    Critical-Limit's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    570
    Character
    Xizzy Azenith
    World
    Zalera
    Main Class
    Monk Lv 80
    I like how people are unintentionally showing they find the content boring, but defend it by saying it's ok as long as it's fun 1-3 times and I get my drop.

    I remember when games use to be "fun" and you didn't mind the grind because of the challenge that came with it. Oh well.
    (6)

  2. #112
    Player
    Hix's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Flik Alvein
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    It's been 2.5 years since 2.0 launched. FFXIV will never become FFXI. It's time to accept that.

    As for why the gearing is the way it is, it's to avoid the "Can't catch up" problem. Why are you worried about the jump from i40 to i110 in obsolete content? Do you think new players are going to want to be grinding through a year and a half of old content before they can join everyone in Ishgard? And you need 110 gear to survive Heavensward content, especially if you are new. So that's why the MSQ gives out 110 gear between Ultima Weapon and Steps of Faith, so new players don't have to grind AK for two weeks, then grind Tam Tara for two more weeks, etc, just to get to Ishgard. And that's why the tiers are always going to be the previous tier = uncapped tokens, current tier = capped tokens.
    (2)

  3. #113
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Hix View Post
    As for why the gearing is the way it is, it's to avoid the "Can't catch up" problem. Why are you worried about the jump from i40 to i110 in obsolete content?
    And here we come to the crux of the problem. Why is content so quickly made obsolete? Why is the climb not as enjoyable as the endgame? As someone already pointed out, many of the equipment pieces in FFXI were still valid and valuable at high levels, because of the stats. There were unique and interesting stats across the board, and enemies of all levels to battle or hunt which could drop something of use.

    Here, we have everything at one level, and all with the same statistics. The only way something is objectively better than something else is by an arbitrary number. Like I said, this issue runs deep, and SE need to start considering the future of the game, because this cycle won't keep people's interest forever.
    (5)

  4. #114
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by Lemuria View Post
    The only way something is objectively better than something else is by an arbitrary number. .
    The core of your issue is that you have some fantasy that even if they implement job changing stats, such as increased Jump or increased DoT damage, the number crunchers will still objectively figure out what set will best enhance that "Arbitrary number" and anyone without that set will be given the collective boot from any worthwhile content. While I would love to have more varied stats, I'm not kidding myself when I recognize that no matter what, people will choose whatever gives them the biggest "arbitrary numbers" because the only thing that's ever mattered in any game ever, is, "Do we have enough arbitrary numbers to down this content".
    (0)

  5. #115
    Player
    Ibi's Avatar
    Join Date
    Jan 2014
    Posts
    472
    Character
    Ibi Risasi
    World
    Hyperion
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    While I would love to have more varied stats, I'm not kidding myself when I recognize that no matter what, people will choose whatever gives them the biggest "arbitrary numbers" because the only thing that's ever mattered in any game ever, is, "Do we have enough arbitrary numbers to down this content".
    I think there's one particular exception for this, and that's if SE can implement stats that result in certain changes to a job's default rotation.

    It's best suited to something like a set bonus (though even better suited to something like talent selections, but SE have ruled those out), but if SE can implement something that simplifies a job's rotation in a non-negligible way, it has the potential to entice people to use it, even if it results in some reduction to their output (especially when learning new content, when people want to be able to focus more on mechanics and less on perfect execution of their rotation).

    As it is, almost every job is going to be using almost the exact same DPS rotation on every single fight from when they first finish their level 60 job quest until SE adds new skills/traits somewhere down the line. With most of the rotations being fairly static, the most interesting thing about them becomes knowing when to hold cooldowns to make the best use of them on a particular encounter. It's nice for consistency, but that's about all you can say about it.
    (1)

  6. #116
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,965
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Lemuria View Post
    And here we come to the crux of the problem. Why is content so quickly made obsolete? Why is the climb not as enjoyable as the endgame? As someone already pointed out, many of the equipment pieces in FFXI were still valid and valuable at high levels, because of the stats. There were unique and interesting stats across the board, and enemies of all levels to battle or hunt which could drop something of use.
    It was more due to the fact the power of an item in FFXI was not linked to a level of an item it could have over powered stats. For example Peacock Charm a neck piece which gave 10 accuracy and 10 ranged accuracy and it was a lv33 item. Now then on your way to lvl cap there were no better neck items that could give more accuracy so people kept using it. Was having 10 accuracy all that interesting? no not really its just FFXI had no rules that linked the power of an item to its level so you would get odd low level items that had a high level of power that couldn't be beat even by level cap gear.
    (0)

  7. #117
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Zumi View Post
    It was more due to the fact the power of an item in FFXI was not linked to a level of an item it could have over powered stats. For example Peacock Charm a neck piece which gave 10 accuracy and 10 ranged accuracy and it was a lv33 item. FFXI had no rules that linked the power of an item to its level so you would get odd low level items that had a high level of power that couldn't be beat even by level cap gear.


    Amazing for THF/NIN/RNG Weapon skills until lvl 75, when the Aurora Boots beat them out with +5 stats.
    (0)

  8. #118
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Won't change unless they stop balancing everything around the raid.

    XI didn't have to worry much about it since for most content it was either open world or for most instanced content you could bring a lot of people. That meant you could have a bunch of people in reserve parties or other alliances that could replace or support people in the main alliance.

    In XIV, you bring 8 people and they all need to pull their weight to clear harder content early. So this ends up with people shunning certain jobs if the balance is off. There are limited spots in the party so they end up competing for the same couple of slots.

    The best we could probably hope for are set bonuses that are only useful for the tier they are in but will get replaced with the next tier.
    (3)
    Last edited by Vaer; 01-21-2016 at 06:28 AM.

  9. #119
    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 Vaer View Post
    snip
    Yep. Which goes back to what we constantly say to people is that if we change the system to horizontal and ways FFXI did it, it is basically completely tearing down the current foundation and rebuilding it. Basically a second revamp of this game. Developers are not going to change the formula on such a massive scale. Need to bring in ideas that help improve upon the current systems already in place. Ideas that work in the context of FFXIV. Not just say it will work because a completely different game did it. It is simply unrealistic.

    Best point I have heard is that new players would have a lot more difficult time catching up, which the developers are not in favor of.
    (0)

  10. #120
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Iagainsti View Post


    Amazing for THF/NIN/RNG Weapon skills until lvl 75, when the Aurora Boots beat them out with +5 stats.
    I'll thank Yoshi & Co. that I never need to keep equipment that long based on minimal stats for 2 or 3 abilities.
    (0)

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