Not saying your idea isn't well thought out, but on the technical side, that can be worrying. Instances exist to begin with so people don't crowd in a area, causing lag and areas filling up. What I like about dungeons in instanced form is that the developers can be very creative with it without the worry of surrounding areas coming into conflict with it.
Your idea may work on a small scale, used as lower level content that uses up guildleves. Its server load and limited creative decisions that worry me about it.
Large-scale PvE with Soft PvP
Conquest, Campaign, and Besieged were all PvE systems in XI that added quite a bit of variety to a daily log while fleshing out the world itself. What these two systems brought were national pride, server pride, and a casual vehicle for a great impact on the world.
How You Participate
Conquest
Conquest was something you participated in right when you started the game. At level 1, you grab a buff from a guard in your home nation and begin playing the game. By killing mobs and running supplies, you earned rewards for your nation. Individual bonuses were also given.
Campaign
Campaign was another nation-based PvE system, but rather than passively add points toward a nation’s influence, players participated in battles at outposts across the world. When an attack began, you would receive a buff from a nearby NPC, and rewards were given not just to your nation but also to the individual based on how much they participated.
In addition to battles, there were other ways to influence your nation’s efforts. One was the recruitment of NPCs. Anyone could go into the field and run into famous NPCs; the player could then convince them to join the war effort temporarily by fulfilling a unique condition. Recruitment could also take place from the walls of nation with which they were allied, so you could steal them right from a rival nation.
Another way to influence your nation’s efforts in Campaign was through polling on military tactics. Every week, players could vote on battle tactics and whether the general direction a nation should take over the subsequent week.
The final way to participate in Campaign was through special quests. These are essentially levequests with more serious consequences.
Besieged
Besieged was similar to Campaign in that the player directly engages hostile mobs. One way to participate was simply to enter the zone when the battle began. You were then expected to defeat all the mobs in the city while protecting an item called the Astral Candescence that--if lost--would drastically ruin your server’s experience until it was recovered. You also had to protect NPCs in a similar manner.
Before the attack, players may participate by attacking strongholds. This can reduce the number of mobs that will attack the city, but it will not indefinitely stop attacks. Armies marching from a stronghold also appear on the map, so it is possible to reduce forces before they reach the gates.
After the battle, NPCs or the Astral Candescence may be lost. Players must then form a party and storm a stronghold to rescue those NPCs or recover the item. There are also individual rewards for this beyond the functions restored.
Effects on the World
Conquest
Conquest rewards were simple but certainly valuable. These rewards included instant teleports to regions, particular goods sold by NPCs in your nation, and general bragging rights. Instant teleportation was possible if your nation did not currently hold an outpost at an increased cost. You did, however, have to talk to the outpost NPC while your nation controlled the region in order to unlock it in the first place.
Campaign
Mob armies that control regions would ruin your day traveling and could advance all the way to your city.
Recruited NPCs would gather an army that gave your nation an advantage in battles and stood around the city visibly for all to see.
Besieged
If your server lost the Astral Candy, you lost many bonuses including--but certainly not limited to--the effectiveness of spells to avoid aggro, exp bonuses, a way to earn the currency for instant travel around the expansion areas.
What Made Them Meaningful
The inability to travel quickly was one of the biggest things that made this content not only valuable but also gave it a sense of urgency. Conquest’s instant teleportations in a world where the only instant teleportation you could get was a WHM spell was a valuable thing. Items were also valuable given that the auction houses were all locked to the individual nations. Due to the condition that your nation control an outpost to unlock it for the future, this created healthy rivalries and cooperation among players to take control of beginner areas where nations built influence easily.
Restrictions on the auction house and travel were at the heart of Besieged as well. If a particular NPC was taken, the auction house in the expansion area would be shut down. If you wanted access to the second most popular auction house, you had decide whether it was worth the effort since the return trip to the expansion area would take upwards of twenty minutes. These same restrictions also put some importance on where items are available as well in systems like Campaign.
Interaction with other players made this great. There are so many ways to participate. Getting NPCs back from Besieged is not easy. Please check the links I’ve included. This content is accessible to all and presents challenges that I think meet the needs of many players.
Ishi, What the Heck
I’m tired and feel like rambling. My sub runs out soon, and I’ll drop this game pretty hard most likely. I’ve tried multiple characters, classes, and types of content. It’s just not for me; I actually nod off in dungeons a lot of the time. Regardless, I thought I would share some ideas that let players participate in various types and levels of content that I found fun. I miss arguing with players from other nations and among servers. I miss being able to log in and do something that really changed the world. I know these ideas would require fundamental changes if implemented exactly the same way, but this is just me throwing out some systems I liked.
Besieged: http://ffxiclopedia.wikia.com/wiki/Besieged
Campaign: http://ffxiclopedia.wikia.com/wiki/Category:Campaign
Last edited by Little_Pebble; 07-15-2016 at 03:09 PM.
Tome caps on a per character basis were imposed to force us to roll alts; because the stat differences of races are so negligible that no one bothered to roll alts at all. I would go insane if I had to do x2/x3 the amount of beasttribe quests etc everyday.
While we all understand the point you're making, you're also guilty of changing out the word "piece" with "type" to make your argument work.We must be playing a different FFXIV then.
The XIV dev team is great at giving us new pieces of content to play with. Case in point, there is no logical argument to be made that Weeping City is the same as Void Ark. Each plays completely differently, all the way down to the emphasis on party mechanics in Weeping City.
But yes, both are 24-man raids, and they share the same trash/boss structure. So they are the same content types. And so far, the XIV dev team has not been great at giving us new types of content to play with.
Doesn't really change what either of you are arguing, but really there is no need to blur the lines.
Better off with a merit/job point system imo (Job point system is honestly a really good idea since you have to play the actual job to get points for it). Easy to continuously add things and even give us new passives to make up for not getting in 3.0. People were mentioning gear sets and changing gear in combat but honestly, only pc users had the real advantage to this system so I wouldn't want that in place here. This game never takes 'risks' on items because of 'balancing' but everyone knows that is just a cop out.
Side Note: Its been more fun being on the forums more so than the actually game. I guess this is what my sub is actually paying for now.
Last edited by KitingGenbu; 07-16-2016 at 12:26 AM.
TFW you realise the average XIV player has had to grind out the same 2 expert dungeons more times per patch than an XI relic holder has ever had to grind out Dynamis
XIV punishes you for not capping out each week, forcing you to play content you don't necessarily want to.
It punishes you for not playing each day, because you'll miss the daily bonus, forcing you to run 2 additional dungeons to make up for the 1 that you missed.
This leads to people wanting to do things(dungeons) as quickly as possible to get it out of the way, which of course leads to frustration and lolforumposts when the players they're paired up with are bad and slow the run down.
So, when you examine things a little closer, a lot of complaints that arise around this game are largely a result of forcing players to milk the same content.
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