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  1. #1
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    Aug 2011
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    Reworded the Quotes:

    Quote Originally Posted by Viritess View Post

    Someone, like myself, enjoys the journey as well as the reward; but the journey doesn't always have to lead to a boss fight with a nice drop. It can be the slow trod, challenging in and of itself, simply "taken on" to see what's there and how far you can get before you die.
    I agree, completely. Not every SINGLE "dungeon-like zone" should be centered around the idea of beating a boss. Again, forgive the example, but in XI, even the damn "Airship Pass/Rank 5" quest was more enjoyable than half the content in this game.

    You had to enter 3 separate dungeons, "explore" to get to the most heavily guarded area of the "dungeon," to pick up some ??? item-thing, for intel or something -don't remember lol....ANYWAY, the point is, it was just another "adventure" with no real game-changing gain/reward.

    I would definitely like to see something like this in XIV. Not everything has to be Sentinel/Sapahi/Caster's or w/e for every damn place you enter. Instead of trying to think up new pretty things to distract us, why not find innovative ways to "immerse us."

    ...As far as gear goes, ...some issues always arrive with open world content (when items are either tradeable and sellable, orhave a low drop rate of impressive stats).

    My thoughts, on open areas that include gear drops, tend to follow this premise:

    Adventure should be the theme.
    I can't say that I feel the same. Yes, it's nice to try and incorporate a "casual-like" feel to the game, even when it comes to gear drops (making it more of a community effort, rather than a chore for the individual). However, doing so will DRASTICALLY reduce the incentives for *hardcore* players. Part of the "adventure" is trying to "outclass" fellow players. This adds to the immersive feel of the game, and promotes "healthy" competition.

    Perhaps, any NM-dropped items should forego the usual impressively "statted," tradtional armor/low drop-rate cliche. Maybe, it should take on a different approach, like the following expamples:

    ~cosmeticly-focused rewards; untradeable, and high droprate (80% even.); mounts, possibly, etc.

    ...If the drop isn't so much trouble to come by, then there won't be as much of an incentive to "permanently" camp a spawn -save for the number of drops needed to satisfy the immediate demand....If the drop rate is high, or even guaranteed, a group is more likely to include others who are after the same thing, rather than excluding them and competing with them.

    If open areas rely more on puzzles/pressure plates/hidden keys, people are much more likely to include others in their "adventures."
    Personally, I liked camping the spawns. It was another aspect of the game that added to the sense of accomplishment players would get once they claimed the NM, let alone getting the drop. That's another thing...the way NMs work right now is really tacky.

    Players used to need to capitalize on a number of different features in order to successfully claim an NM (widescan, flee, provoke, charm, dia, stun, shadowbind, etc.). There were a number of different ways to give yourself the competitive edge when competing for claims, and that made the experience all the more "intense" (which further contributed to making NM camping, an enjoyable experience)
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    Last edited by Khal_Drogo; 03-17-2012 at 12:51 PM.

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