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  1. #1
    Player
    Palamouche's Avatar
    Join Date
    Sep 2015
    Posts
    10
    Character
    Foolishfly Golden
    World
    Odin
    Main Class
    Scholar Lv 70
    Quote Originally Posted by hellmach View Post
    Snip
    It was never made to be reflective of the system that we're currently using, it is actually a proposed change that would fit within your own desired gearing structure, which is to me more beneficial to the topic at hand, we're discussing (at least it seems) of what problems the current core is encountering, I'm sure you can built something out of what you've said by adding to what I've said.

    Secondly, no matter what kind of feelings you're getting out of beating one of those secret boss, in a game like FFXIV or any MMO-RPG for that matters, you're indeed getting more gear to be able to do more of them, if gear wasn't a point that you seemed so adamant to (in first the place) you would not have much problems with the current structure, don't you ? (On that matter, being able to defeat a boss is actually a progression in itself and that's what you could count as reward, what you need to do to get there is what I effectively call "artificial" stairs.)

    Lastly, I never said that I was ok by getting rewarded for barely anything, in fact it would be the opposite, I would be ok with not getting rewarded even by doing my best, which is what I aim to be most of the time and this is what I get satisfaction from (Personal improvement).

    I feel a little bit "saddened" that what you took of my post were invalided as soon as they were not concording to the current design since you're in for a change and that's what I'm trying to talk about here, what would be the cons/pros about it instead of comparing apple to orange.
    (3)
    Last edited by Palamouche; 10-18-2017 at 06:45 PM.

  2. #2
    Player
    hellmach's Avatar
    Join Date
    Nov 2014
    Location
    Ul'dah :>
    Posts
    194
    Character
    Ori Lannister
    World
    Cactuar
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Palamouche View Post
    Snip.
    I misinterpreted your chart then. Tbf I've been doing a take home stats mid term and it's almost 6 am where I'm at. I'll need to look over your points when my mind clears a bit more. As for my final comments... I mean that's why I wasn't so adamant to just call you out on it and start crying filthy casual or w/e the kids say nowadays. The way you worded it sounded like you wanted something for nothing but I also read it around 4am hopped up on caffeine and pushing through a stats problem so yeah. I also would like to think most people don't want something for nothing.
    (1)
    Hail Nanamo. Glory to Lalafell kind.


  3. #3
    Player
    Palamouche's Avatar
    Join Date
    Sep 2015
    Posts
    10
    Character
    Foolishfly Golden
    World
    Odin
    Main Class
    Scholar Lv 70
    Quote Originally Posted by hellmach View Post
    Snip
    Hehe that's fine, I'm glad we can come to terms and delve further into your initial subject, I'm also sure that we're agreeing more than what words have told so far .

    What need to be discussed right here are what current/different designs are and what could be changed upon them.

    I'll start by saying that in my mind, their main pros/cons are basically ease of access vs. sense of progression which is what (some of you) feels like is lacking.

    Coming from a WoW background, I never felt like having to do four difficulties to keep your gear up-to-date fun or engaging but in fact it effectively created a disparity in which your ilevel was blocking you from things that you could've been interested in, which in turn reduced the pool of players that you could pick up from.

    That is something that I don't feel like happening within current FFXIV system, while yes you could be behind with all of the catch-up features in place you're going to get back into the gear treadmills faster that you would ever have.

    Now, that is something that could be solved (and thus, allow to adopt a new design) by having tomestone/crafting gear gated behind actual difficult (mid-core, which would also open an economy in that departement, which I feel like is lacking) content, such as new 4man or in EX Primals.

    You also have to think about what kind of signals you're sending to your playerbase when you're effectively saying that investing your time in X is less valuable than in Y, which is not something that I could solve except by having actual ilevel rewards from the same difficulty content. (Such as brutal 4man ranging within the same ilevel of your current Savage) <- I'm still torn on that one, making it rangeable or actual, since creating two venues (or more) to the same path will always lead to the one of least resistance.
    (1)
    Last edited by Palamouche; 10-18-2017 at 07:57 PM.