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  1. #9
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Ferth View Post
    It doesn't matter how well the content is designed if the goal for said content is to be run repeatedly. As long as grinding dungeons for tomes for gear is the chore it is then people will find and opt for the fastest way to get tomes with minimal effort.

    The ultimate goal for four man dungeons, unfortunately, is currency to be spent on endgame tier items. Because of this the content is quite literally a job. It is something we spend our time on to earn money.

    Creating actually interesting content that people want to experience would require a dynamic shift to how gear and dungeons themselves work. I'm not saying that is a bad thing by any measure, but I doubt the dev team will be doing this any time soon.
    Which is why I was suggesting we make the most efficient activity "doing it all". I covered that in the other post (and also talked that all needs should be considered, including light farming). People will /always/ go for efficiency, that is unavoidable, but you can change the bare minimum level.

    I agree in the current standard designing interesting things, especially "options", would be ignored - because of how content is rewarded. But they could change it so that bringing the dungeon to full completion is the most rewarding thing, then they open up making more interesting content as something they can do that wouldn't be a waste of their time.
    (1)
    Last edited by Shougun; 04-21-2017 at 04:03 AM.