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  1. #13
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    No matter what you add to any MMORPG, it eventually turns into a slow grind until its death. That's why they're dying as a genre.
    The nature of an mmorpg is:
    Persistence- firm or obstinate continuance in a course of action in spite of difficulty or opposition, the continued or prolonged existence of something.

    What gamers want when they are feeling bored is novelty or an expansion/building onto what was built before. Novelty is the most expensive content to create because all that time spent conjuring up new things isn't being spent actually delivering non stop.

    Not sure you understand games if you think this is true. All games and genre have their standard content types and every online game becomes a grind - from a certain point of view.

    If repetition and lack of new content were an issue, then how does Call of Duty continue to thrive and survive?
    All offline games have a definite end no matter how long the game is because offline games do not get updated for years and years. In those games that is fine, because you can pick it or put it down and you get the new novel content on other games. And don't have to pay a monthly charge to revisit the original game.

    I want to re-iterate what I was commenting on about the nature of mmos.

    XIV has lots of already implemented novelty, call it variety if you have been playing this game for a while. But not everything has been expanded upon in a fresh way.

    Some examples and their expansions, note what the content is called might be named differently but the basic premise is the same.
    • Intro tutorials- Basic Definition of game features
    • Hall Of The Novice- Introduction to party dynamics with npcs
    • Guildhest- Introduction to party dynamics with players
    • SSS- Introduction to intermediate difficulty stuff
    • Fates(How could these be expanded to be high level stuff not similar to beginner fates)
    • Hunts(How could these be expanded to be high level stuff not similar to beginner hunts)
    • Eureka(We know little as of now)
    • Gold Saucer
    • Gates(How could these be expanded to be high level stuff not similar to beginner gates)
    • Lottery
    • Triple Triad(How could these be expanded to be high level stuff not similar to beginner card matches)
    • Chocobo races(How could these be expanded to be high level stuff not similar to beginner races)
    • Mini-games
    • Lords Of Vermillion

    I could list alot more but you can see that variety is not an issue with this game. You may not like some of the variety but it exists. I'd prefer an online XIV tactics over vermillion but it is how it is.

    For dungeons, there is not many ways that could be expanded upon in a different format excluding making them more difficult or allowing no req for full or light party with companions similar to something like delves from ESO. Raids? More difficult, or more mechanics unless there is public types of raids where people can group similar to something like a GW2 world boss.

    Guildleves have a potential to expand greatly as being the fastest way to access oodles of specific/unique content for all disciplines but have not been touched in a long time. The obvious one being BCNM type guildleves.

    Gather your guildleves
    Group up or solo
    Go to destination(For example Behemoth's Dominion)
    Insert quest in area to spawn or hunt it
    Kill it
    Return for reward to leve giver or continue to the next destination
    Have world boss guildleves
    Endless possibilities

    http://forum.square-enix.com/ffxiv/t...=1#post3633068
    (2)
    Last edited by Sandpark; 08-08-2017 at 01:56 AM.