Personally, I don't see why higher skilled players can't be treated special. If I had to add special stats to the game, I would only put it on Savage content so it motivates more people to clear it. I don't do savage because there's nothing really of interest in it for me and I'm sure many people feel the same way. When they introduced Gordias savage gear, how motivating was that to get? Honestly...Gordias gear was already ugly yet we could dye to make it look....less ugly? Lol. I guess they tried a new approach with the Creator but honestly it looks like they are running out of design ideas. All these balancing excuses and what not are just cop outs as to why extra stats don't exist. Thus we only have about 10% of the player-base doing the hardest content in the game, if that. Part of the fun of doing all the end game stuff in XI and even wow is because how crazy some of the bonuses were on stuff. "Reduces the cooldown on X" "Using abilities has a chance to do X" etc etc.
I don't know but XI will never be vanilla again unless it became an offline HD version and this game for sure isn't. If it hasn't by now, it sure as hell ain't happening this far into the lifecycle.
I've just accepted what is. Hopefully Pantheon sates my old school tastes and I will play this one just like Yoshi wants.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
At least for me raiding isn't about the gear drops (sure it's nice to get your BiS but the difference is quite small with somewhat unoptimal gear) but more about the sense of achievement after downing it with my friends.
The journey to learn the fights and finally down them is why I raid, not the fancy loot. It's just my opinion of course.
I know that this is the way a lot of people feel but I too raided for the gear as much as the challenge. Challenge alone was never enough to motivate me personally unless it lead to some really cool story revelation or access to new things. Like in 11 with CoP how you unlocked areas through hard quests and story fights. Though not saying I want that again. My actual point is that in some mmos best gear doesn't always come solely from raiding as some pieces are meant to help with the raid itself. I would love to see this happen here but that is dependent on new itemization which looks gloomier everyday will ever change.
The ultra unpopular Abyssea is a good example, I have said in the past on here as unpopular as it was it was fantastic at getting gear and upgrading armor for every (20 or so) jobs and really time consuming without getting incredibly monotonous (at least for me).
I know its your opinion; however, it would appear that many people look at the long game in regards to raiding, which is there's no point in repeating it let alone clearing (at least according to Yoshida's clear data). The general populous likes rewards and if they are lackluster and the difficulty is way above what the average player deems the loot's worth, they wont do it. Not to mention if there are several other venues of getting gear that are only marginally inferior to the gear provided by the hardest content in the current game. A large portion of the current game's population does not care about min-max'ing, just look at the "Why no meld?" thread (not judging anyone who doesn't meld, I don't meld either).
To be perfectly honest, besides just not having bonus stats or set bonuses, the team shot themselves in the foot by setting ilvls too low. Patches just tend to replace things and people just go with whatever is the easiest option for themselves to reach a happy medium in the ilvl area regardless of stats.
Last edited by KitingGenbu; 10-13-2016 at 02:00 PM.
Yes, and when the cap was raised to 75, all those 50- items were useless.
As for the level 99 cap, AF and Relic would have been useless if they weren't upped to lvl 99 too...wich i what pissed R/M/E owners before trials were added.
Advancing the story is not reallya problem as long as you have Duty Roulette. For optional content, yes, this is a desgn flaw in itemization. We have too few stats to consider so that you can't have lots of relevant gear at the same time.
Lots of other ways to grind stuff. FFXI never used such a sytem in its long lifespan. We should consider that, maybe, not everything in this game was bad and is to be avoided.
I'll only talk for myself here but I think 1.23 was way more interesting that 2.0 or 3.0. The main flaws of 1.xx were the crappy servers, and the absurdly high specs you needed to run the game properly. The game also lacked content but with everything they did for 2.0, they could have added a lot more dungeons, raids, trials, or everything without redoing the game from the ground-up...while speeding the animations
The real problem is that they decided to remake the game far before fixing what was really bad in 1.x. So, when 1.23 was released, it would have been to late to say "This is fine, you can expand on that" anyway...
For most "veteran" players, Abyssea was the turning point where FFXI lost its mojo. For me, it was actually what made the game much more fun. Why can't the first "streamlined" idea of FFXI make its way to the notorious "streamlined" XIV ?
And besides, I'm pretty sure that lots of people would go back to FFXI if the combat system was speed up a little (8 base seconds between each swing of a great sword is horrendous...) and the graphics were improved to nowadays standards.
Last edited by Reynhart; 10-13-2016 at 06:23 PM.
Very inaccurate statement, some of the best items for a lot of classes were well below 50. Peacock charm(lv33) was the best physical dps neck until potentially sea torques (75 cap came in RotZ if I remember correctly). Leaping boots(lv7) one of the best (strider's were okay be eh) for THF and RNG. Emperor's Hairpin(lv24) comparable evasion to the optical hat. Artifact armor ranging from 52-60 could last until 75, with many pieces being superior to their second Artifact counterpart (due to the game being situational gear based). Many items did not devalue overtime due to the teams forethought and ability to plan around the things that were already in place. Many items didn't start to get eclipsed until Abyssea which didn't happen until a good 7-8 years(?) in the games lifespan. I also believe that the lead designer changed by the time Abyssea was implemented as well so gear direction was probably more noticeable.
Last edited by KitingGenbu; 10-13-2016 at 07:32 PM.
Yes, you had some very precise items that were still useful, but they were the exceptions. As for AF, they weren't 50- items, right ?
Another reason is also that you could change stuff during combat. Remove that, and suddenly, some of these items aren't that good.
Which was when the level cap was raised past 75, thus when the vertical progression came back.
Yes, 7-8 years...versus 6 months...and some people don't understand the problem we have with gear lifespan in XIV![]()
Last edited by Reynhart; 10-13-2016 at 07:50 PM.
Some of you are answering your own questions though. You don't like how fast gears are becoming useless and 3 years later they still havent changed that.
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