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  1. #1
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by MilesSaintboroguh View Post
    So basically, hunts and diadem in a new coat of paint.
    Only if the rewards are drops, not guaranteed, and everything can respawn. The boss class monsters should be very difficult so that all but the best equipped groups need to avooid them. I'm thinking of something akin to the Free Monster Quests in White Knight Chronicles, if anyone remembers those, they'll know what I mean.
    (1)

  2. #2
    Player
    drivendawn's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Driven Rapturespell
    World
    Mateus
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by MilesSaintboroguh View Post
    So basically, hunts and diadem in a new coat of paint.
    So what would you like to be seen added in a nut shell. I mean this to encourage meaningful conversation not as a jab. It isn't easy to come up with new content that fits well in the core mechanics of the game. So sometimes hearing our feed back can give SE ideas. I would like to have open world dungeons that scale your lvl when you go in them and have harder regular enemies, as in you can't kill one by yourself. Also they could have special gathering points as well as there own NM's in them that you can get loot from and maybe randomly spawning coffers that have the same. I doubt this will happen though I can still hope.
    (1)
    Last edited by drivendawn; 09-11-2016 at 08:35 AM.

  3. #3
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by MilesSaintboroguh View Post
    So basically, hunts and diadem in a new coat of paint.
    Not 100%
    There can spawn a portal or a NPC you have to click on to join. It can send you to the instance (if the battle is instanced) or can work like a leve to unlock the boss for you. This way the maximal numbers of participants can have a limit.
    And they can build in a gearlevel-synch into that mechanic to keep the boss challenging even after 2 more patches.

    Open World content can work, so long it is not open battle with no participants limit.
    (0)
    Last edited by Felis; 09-11-2016 at 08:08 PM.

  4. #4
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    The issue with open world content is it just won't work with the game we have right now. Gear is upgraded very quickly. People zerg everything. We seen how hunts and Diadem worked out when it was a free for all and it removed all challenge. The only other option I see is if you have parties force a monster to spawn for themselves and possibly add some mechanic where the party could call out for help if things get too rough, but it might lead to zergs as well. It's a very delicate balancing act and I see why the devs just want to put everything behind instances; they can control how many people go in and design fights around that.
    (4)

  5. #5
    Player
    drivendawn's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Driven Rapturespell
    World
    Mateus
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by MilesSaintboroguh View Post
    The issue with open world content is it just won't work with the game we have right now. Gear is upgraded very quickly. People zerg everything. We seen how hunts and Diadem worked out when it was a free for all and it removed all challenge. The only other option I see is if you have parties force a monster to spawn for themselves and possibly add some mechanic where the party could call out for help if things get too rough, but it might lead to zergs as well. It's a very delicate balancing act and I see why the devs just want to put everything behind instances; they can control how many people go in and design fights around that.
    I totally agree and this could be done with place holder mobs to kill for the NM to pop, or Item pop, and also maybe finishing a number quest style objectives. Honestly though I would be fine with out a Help function as you come prepared to win or lose.
    (0)

  6. #6
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    What does it matter if the game does a predictable formula? The problem isn't the formula, it is the quality of that formula. Instead of wanting them to change it, they should change things within it. Like make interesting mechanics to dungeons we have not done yet. Make it actually challenging instead of face-roll content.

    If you change the formula too much, you get increased development time/costs and back to experimentation that can rock your community back and forth easily. Doing this is more damaging to the game than you realize. How they have it set up putting unique content inside the basic formula is solid enough. Like I said before, the issue is the quality and lasting appeal of said content. Diadem and Palace of the Dead have potential, but were boring at best. The development team depends too much on face-roll level content that just gets consumed quickly and forgotten about fast or becomes boring. If actual challenge and well polished design were in each content they gave, it would make the lasting appeal a little longer than we get now.

    Not only that, they have too much of a "grind this" concept in their content. Which is okay and understandable in some cases, but they are way too dependent on it in most of their content. It especially upset me that he pretty much said he made the relic quest for bad players. What? Really? You shouldn't make anything for bad players. Face-roll easy content's purpose should only be to help work you into challenging content. Don't promote your game to appeal to bad players. Development team, do you even video game?

    Quote Originally Posted by MilesSaintboroguh View Post
    The issue with open world content is it just won't work with the game we have right now. Gear is upgraded very quickly. People zerg everything. We seen how hunts and Diadem worked out when it was a free for all and it removed all challenge. The only other option I see is if you have parties force a monster to spawn for themselves and possibly add some mechanic where the party could call out for help if things get too rough, but it might lead to zergs as well. It's a very delicate balancing act and I see why the devs just want to put everything behind instances; they can control how many people go in and design fights around that.
    Yep. Like Yoshi-P says, a ton of things have to take into account if you make an actual difficult boss in open world. Have to account for how many players are on the map, how the boss's mechanics are and what part of the environment is in it. It is all things people don't account for and makes unbalanced fights that lead those bosses to be just zerg fights mostly. Putting them in an instance allows the developers to make the interesting fights they want. His example with Ifrit was pretty spot on.

    It bothers me that the team takes in my opinion really bad ideas from the community here and try to make it work in FFXIV. I really think they listen too much to the wrong people in these forums. Again, my opinion.
    (6)
    Last edited by Velhart; 09-11-2016 at 10:36 AM.

  7. #7
    Player
    drivendawn's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Driven Rapturespell
    World
    Mateus
    Main Class
    Pugilist Lv 50
    I am pretty sure a better translation wouldn't have said bad and more like not as skilled as in can't beat savage mode to get the best weapon. However I know what you are saying, Point is they could make some reasonably fun four man trial like content to spice it up or something. I think potd has done well and many like it, although it can be improved upon. Diadem did have promise and fell flat. I do hope maybe that was what yoshi was talking about when speaking of the open world like content with good mechanics.
    (0)
    Last edited by drivendawn; 09-11-2016 at 11:18 AM.

  8. #8
    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 drivendawn View Post
    I am pretty sure a better translation wouldn't have said bad and more like not as skilled as in can't beat savage mode to get the best weapon. However I know what you are saying, Point is they could make some reasonably fun four man trial like content to spice it up or something. I think potd has done well and many like it, although it can be improved upon. Diadem did have promise and fell flat. I do hope maybe that was what yoshi was talking about when speaking of the open world like content with good mechanics.
    Relic quest does not have to be very hard. It just should not be just slam you head on the keyboard easy and only thing required is patience in grinding. Not saying you need to beat raids or Primal EX to clear it. It needs breathing room between the grinds like 2.0 did. You had to fight Chimera and Hydra, but they were not hard trials at all. It needs to be interesting. Right now it is "Ohh done grinding that? Well grind this now.", there is no creativity or imagination in the quests. It is poorly designed and it is sad to see that Yoshi-P thinks it is just right. He should focus on raising the skill floor, not lower the skill ceiling.

    They do nothing to prepare players for more challenging content and they ask themselves, "Why do people not like to raid?" Almost all the content besides Primal EX and Raid do not require you to know more than half your job's skill level. This is pretty sickening. True you can't prevent bad players, but it is even worse when you are breeding them and catering to them.
    (1)

  9. #9
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Velhart
    Relic quest does not have to be very hard. It just should not be just slam you head on the keyboard easy and only thing required is patience in grinding. Not saying you need to beat raids or Primal EX to clear it. It needs breathing room between the grinds like 2.0 did. You had to fight Chimera and Hydra, but they were not hard trials at all. It needs to be interesting. Right now it is "Ohh done grinding that? Well grind this now.", there is no creativity or imagination in the quests. It is poorly designed and it is sad to see that Yoshi-P thinks it is just right. He should focus on raising the skill floor, not lower the skill ceiling.

    They do nothing to prepare players for more challenging content and they ask themselves, "Why do people not like to raid?" Almost all the content besides Primal EX and Raid do not require you to know more than half your job's skill level. This is pretty sickening. True you can't prevent bad players, but it is even worse when you are breeding them and catering to them.
    It's not about raising the skill ceiling. The high skill ceiling and floor is the largest problem hurting player retention now. Look at the census, it says that most people have not even progressed through the entire storyline yet, raids has a very low participation and completion rate. These are the areas where the floor and ceiling are the highest.

    High ceilings and floors= Anyone who has slow reflexes or can't remember 10-20 mechanics per fight quits or gets extremely frustrated.

    You see most mmos creating account wide progression systems, zone battle scaling, moderately difficult endgame these days. I dislike how some games achieve that, but their intention is understandable. The intention is creating an atmosphere that eases the global playerbase into forming communities and allowing grouping up to be easy to do. Even Legion is seeing success implementing world bosses and mini raids.

    I can get behind interesting. Interesting doesn't necessarily mean, let's make this game more difficult.
    (3)
    Last edited by Sandpark; 09-11-2016 at 08:39 PM.

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  10. #10
    Player
    Frederick22's Avatar
    Join Date
    Feb 2015
    Posts
    1,353
    Character
    Frederick Blake
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Velhart View Post
    If you change the formula too much, you get increased development time/costs and back to experimentation that can rock your community back and forth easily. Doing this is more damaging to the game than you realize. How they have it set up putting unique content inside the basic formula is solid enough. Like I said before, the issue is the quality and lasting appeal of said content. Diadem and Palace of the Dead have potential, but were boring at best. The development team depends too much on face-roll level content that just gets consumed quickly and forgotten about fast or becomes boring. If actual challenge and well polished design were in each content they gave, it would make the lasting appeal a little longer than we get now.
    Deep dungeon was a succes, poeple are still playing it.
    If you mean beacuse there isnt much to do was beacuse 1. is designed for leveling players, 2. Since it was a new content, they took the safe road by not adding that much. But know we know that we will have a lot more floors for the next patch and 101-200 will be hard core
    (2)

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