Bored. More or less yes. Still rich af dunno what to do beside mecoming even more wealthy
Bored. More or less yes. Still rich af dunno what to do beside mecoming even more wealthy
PvP don't have unique enemy designs.
Cape Westwind and The Chrysalis are part of the trial roulette
And for alliance raids there is coming raid roulette soon.
Last edited by Felis; 08-06-2017 at 01:02 AM.
Let me blunt here....not once in my original post did I advocate ever removing any raid, dungeon or content! If you truly read my post you would have seen that alot of us want some form of growth or progression system in FF14. We want to have a reason to keep playing other than a artificial lockout they built to force us to stay subbed.
How does it make sense for FF14 when its developers design in mindset that it wants players to leave for months on end only to come back for yet again for a few weeks....confused, let me explain! A vast portion of the FF14 community literally unsubs for months....they play for maybe 4-5 weeks then they yet again unsub!(sub based MMOs make money through having maximum number of active subs!) So literally they design this MMO to have a good portion of its player base only sub for 4 months at most per year while they lose huge profits from not having those same subbers for those 8 months? How does that make any sense? Yes let design a system in where we could have these same subs for a entire year and make that money every month for that entire year....but no, we are ok with only 1/3rd of a year in profits! If I was a investor in SE and I saw them making this statement on wanting its player base to deliberately leave to lose money for the company by not actually going for max profits having as many subbers as we could....yea I would sell my stock!
I guess it's my fate as a Dark Knight. Soon, I won't even feel any remorse for my actions!-Cecil Harvey-FFIV DRK
I'd say that the fact that ppl jump from MMO to MMO is the cause of that, ppl that play only one game a a time are a rare breed nowadays, so they adapted to fit the market
That glamour was the only thing keeping me in Eorzea during HW. Once I had it, I marveled a bit then took a year+ break because Gordias and Midas were both painful.
Fates are dead man. in all areas. if balmung usually has no one, I hate to see other places. the only one that's still got some goers is rhal. reach. I even had to finish my 70 there because every other zone is dead. ):I left ARR and HW at certain points for the same reason. Grinding tomestones over and over just gets very boring for content after a while. Fates are obsolete at max level because they only give grand company seals. Hunts can be fun, but also quite frustrating, and hitting the raids or dungeons over and over just wears you down after a while. They need to mix the formula up. My suggestion is if they want us collecting tomes then offer a small amount of tomes from other content like fates or the challenge log. I say Fates highly because I see so many people not doing them.
I was sick of fates before but now I wish they were relevant again. at least the zones felt alive but there's no real reason to move around anymore.
People wised up and realized FATEs are absolutely worthless for leveling, even for DPS. Dungeons are way quicker, pop fairly quickly even at the dead of night, and give more gil and even equipment to boot. Fating is worthless.
If you truly want to know how MMOs are supposed to be made and designed....then look no further than one of the fathers of the modern MMOs Richard Garriott! These are some of his view in relation to the state of current MMOs:
On Games that Copy WoW: "I love Blizzard’s games. I think they do a FAR better job than most (including me) on the balance of challenge – reward cycle. They also do a great job of art direction. While many of their features are now very overused by copycats, so they too will need to invent some new paradigms."
Lack of Innovation in today's MMOs: "WoW and before that EQ, both of which are truly GREAT games, became the model that most others are now built in. In this model everyone is a combatant, who may also have a side crafting interest. After spending time creating a character and making permanent decisions about class before you have ever played, you are dropped into a familiar looking space…A medieval town with the usual shops, “!” over the heads of anyone important, menu conversations that you quickly click through to get info pumped into your quest log, quest logs that out arrows on the map to follow to the next rat quest, then once a few pelts are in your pocket, you return to repeat."
"In these models players may get together to party or raid, but there is less commonly a true interdependence between hunters, gatherers, crafters, and adventurers. I personally do NOT think Party / raid size is NEARLY as important as to how and why people get together."
In Conclusion: These are core principles of what and how a MMO become and stay successful. Innovation and new ideas are what is needed with the most important factor added to it all....COMMUNITY! Having reasons to work together in your community....not just queing for instance dungeons....but actual content you do with others in the world you exist in!
Source:http://www.ihatemmorpgs.com/2014/06/...t-of-sota.html
Last edited by TheRealMadruck; 08-06-2017 at 04:44 PM.
I guess it's my fate as a Dark Knight. Soon, I won't even feel any remorse for my actions!-Cecil Harvey-FFIV DRK
I think that's a bit of a stretch, with respect I don't think you want to be using RG to back up any serious point about Western MMOs.
Anyway your ones all about space now so good luck to him.
Agree that community is most important 100% yes – but innovation and new ideas I'm torn over.
Looking at the Final Fantasy games themselves is a good example - to me FFXV isn't an RPG anymore - it's moved too far away from it's core design (only imo) and really isn't what I want in a FF game. So When does an MMO move so far away from it's core principals it stops being an MMORPG and becomes just another online multiplayer?
Last edited by Ilyrian; 08-06-2017 at 04:59 PM.
FFXIV could be better :
1. Alternative gear with hunt, company seals or crafting (currently only Omega and Memo stuff are relevant and only mean for later content or hardcore content and the grind to get them is repetitive).
2. Housing need a split between FC and personal housing and the accessibility is really weird.
3. Community... there's something missing but is half the fault of players (too many dramas for kikoolol matters) and half SE (the lore is written as a solo story, the real team is in fine built with npc's).
4. The lack of event and the fact that event stuff are dead since they end in Mog Station (other MMO have seasonal content but old stuff are still available)
For the main part, all these defaults could be changed, they don't need a new game.
The very plus of SB : the piece of stuff we are sure to get at the end of a run. It is only for the current job, but it is a great change.
PS : And we still miss a butt slider :-p
That's a real problem. All announced MMORPG are all ArcheAge/Aion like. They all claim to be back to the old core MMORPG and will fail for this reason.
Last edited by Eldevern; 08-06-2017 at 06:22 PM.
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