
What you mentioned is a problem with gaming in general, there will never be enoughIts not housing, its the lack of content, also I think its how the content is delivered.
I noticed when I came back, there is only 1 place to get umbrite when I was looking it up, there is no way for someone like me to continue my relic and have it as a weapon I can use and I am sure others still who were playing don't have the time.
300 a umbrite then you have sand by the time you are done, the next patch rolls out and the work you have done is obsoleted.
When you finish content also there is nothing to do but stand around, there is no NM's to hunt for gear on the outside world, hunts aren't even a viable source because you've done all your gear.
Deep dungeon is fun but when you get done with that what then?
Wish there were more things to do outside in the field as a server.
besides gear and other stuff just something to do golden saucer needs a big update also.
content to satisfy the playerbase, never. The best thing to-do is play other games if possible other hobbies etc.
Actually they have a lot of content, it's how they have built it and designed things that correlate within those systems.
Battles are painfully scripted
Crafting is dull
Gathering is boring
MSQ is all scattered
SE can facilitate the changes needed to revamp the core of the game, the problem lies within their willingness to actually do just that.
housing isnt anything else than just another place to afk after capping tomes. I dont think, that it will increase the player numbers
I would be happier if they used the manpower and hardware resources on bigger/more maps/dungeons than more housing wards. Its a waste of time because its never going to be enough.
The system should've been houses are for high ranking FCs only and everyone else only gets a personal room.
No, less focus on things that don't matter to the overall gameplay and more refining of systems that do matter is what brings people back. ESO was awful now they've fine tuned a lot of the combat and the game feels much stronger, for instance I'm a level 10 dragon knight, my skills and stats give off such great feeling, where as in 14 when I pop a tank buff I don't feel that buff being activated. Aside from skills feeling much better, the MSQ is so quick in ESO that it's actually enjoyable, I can finish one MSQ walk to the town and be visited during my journey back that the next MSQ is open. Before the game took ages for the MSQ to open up each mission it was so dragged out it became an afterthought to exploring the world. It was very close to how 14 has its story flow, a lot of pointless quests that go A to B, pick up item X take to location Y, kill add at X location, run dungeon now or primal fight.
Honestly housing as is clashes a bit with the games lore at times it's a very hard to overlook, recall the end of 2.X when we thought the Sultana was killed, the Brass Blades were looking for us, but we owned a house and could go freely into and out of it, this was especially laughable if you owned a house in the Goblet. Granted ya you could go back into Ul Dah after this and it breaks the game, 14 needs less of this and craft a story that actually changes the world as we progress within the current story. For instance not even 3.0 does this, but we had Nidhogg preparing a massive assault, so why was the dragon presence so minimal in 3.0? Wouldn't a dragon seeking blood be sending out hordes to randomly attack us in the field? Nothing feels important in this game, which is hurting the integrity of the games foundation.
People don't want to keep playing a game that doesn't feel important nor as impactful as it should be. If SE wants to bring back people and keeping them hooked, the game needs to feel it's growing with the player and not staying stagnant, pushing forward and challenging the player is the only way this game can grow and foster more players. Adding more of X,Y and Z content that has issues that they haven't fixed yet isn't going to solve anything, it would make things so much more worse.
Last edited by Jetstream_Fox; 12-04-2016 at 10:36 PM.
The NPCs explain why you're able to return to Ul'dah despite the hoopla that went down. As for the dragons, you aren't exactly important to Nidhogg until you confront him in The Arey and even then, he doesn't think you're a threat until the final battle in 3.3. You also answered your own question on why Nidhogg's brood isn't just attacking you randomly; they're preparing the next assault. Even if you were to get attacked randomly, I don't think anyone would enjoy it if they are not doing the main story and wanted to do a side quest and are forced to slog through dragon after dragon in very boring battles. You want world impact changes, but at the same time, there will never be any major changes where things are closed off or the like because everyone needs to have equal access to areas.
I'm well aware as to why they don't, but again that takes away from the overall importance of that scene, completely downplays the entire significance of it based off the hunch that we'd never do it. Same with Nidhogg, we beat him and he vanishes so he can prepare for the next assault while we deal with political nonsense? Him being a dragon and Ishgard not being truthful able to defend itself makes Nidhogg look entirely weak after the first encounter. They could have easily made his brood invade sometime during the events of the vault to keep Nidhoggs presence a vengeful powerful being, which in case would have lead to Archbishop transforming into Thordan, instead of him transforming because we're spreading the truth about the Dragonsong war.
The only time this games story really had the ability to add anything significant was with the Warriors of Darkness, which got written out almost immediately and how Bahamut and his brood was being constantly tortured. If this MMO is supposed to be story driven, yet can't drive a story when there is no significant values or fear of consequences. How is it supposed to bring players back? Because let's face it, reworking the entire battle system isn't going to do anything when every single fight is still going to be built within the trinity system resulting in more AoE dancing but this time in a new area. Hell I haven't done anything in this game since finishing relic, all I've done in the past 21 days according to my fc log is login and reset the counter on my house. Which I wouldn't even do if I wasn't sharing it with 3 other people, which is sad that I feel them losing a house is more impactful then 98% of the storytelling they've put out.
Last edited by Jetstream_Fox; 12-05-2016 at 07:00 AM.



If you talk to the various Blades you'll find out that a lot of the Blades (and Crystal Braves, for that matter) aren't really looking for you very hard, either because they're friends/fans and can't believe you'd ever do such a thing, or because they're too intimidated by your power to even attempt an arrest. That's why you can still go around Uldah.





Housing does need some fixing, in the sense that it's so limited, and that alts from the same account can purchase a plot each, further limiting the plots. I don't think that housing holds a lot of importance for new players, or even some returning players. And I don't think it's the main reason so many people take breaks from the game. But hopefully something will be done about it.
I still think a plot should be account-wide. Allow for sharing with all alts on that server. I don't see why this isn't a thing, and I don't think it would be particularly hard to implement. It would also stop those that have 4-5 alts, and each alt has their own house. Because that's the main issue I see on my server, at least. These alts taking up all the plots (and I know they belong to the same individual, as they all have the same last names/are in the same FC--at best, one is a main, one is a bond mate, and the other 3 are alts, but still....)
Sage | Astrologian | Dancer
마지막 날 널 찾아가면
마지막 밤 기억하길
Hyomin Park#0055


The game is plagued by "memory limitations" as per Yoshi. Acccording to him he can't add such features without stressing the game server or the game engine or both. So it takes time to implement new plots. I don't know how exactly they coded the game and how the code is running on their servers and what servers they have but this is what he answers when we ask something "more". Whatever those "limitations" are the dev team must overcome them if they want the game to grow more. There are some other games where a player can own up to 5 houses. For such a big MMORPG by a well established company the game is rather too limited.
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