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  1. #1
    Player
    ditto46's Avatar
    Join Date
    Feb 2018
    Posts
    9
    Character
    M'ian R'ycha
    World
    Siren
    Main Class
    Bard Lv 90

    Incentives: old players helping new players with 'old' content

    This is about ideas that will give old players incentive to go back and help new players through 'older content' - with a little more than an asleep-at-the-wheel interest.
    Let's face it: there will always be new expansions, patches, high-end & end-game duties to keep things alive for old players. But - new players who are just getting started in ARR (you know, the future subs that will find the game good enough to pursue) will be better served not being put on 'ignore' when they begin to level up. For me, some of the best parts of this game have been when an older player helps out. The Players keep each other coming back each day or this wouldn't be an MMO.
    I'll start with this suggestion:
    A. NO - this isn't asking to change things about the fates/rewards themselves, but - Can some of the items you get from special achievement fates be added to the desynthesis feature? When you help players with those fates you end up with 60 plus Odin chests, Regina/Xion horns, etc, like me. Why throw away the extras when they're such fun to get? Many find the fates to be fun, others see them as a waste of time. They're easily one of the best examples of the social part of the game. They work like mini seasonal events in that regard.
    I suggest desynth for a few reasons. It adds interest to the somewhat neglected feature and it's using an already established feature in the game (no reinventing the wheel to implement).
    The levels of items obtained thru the desynth process can be Useful & high/rare enough to warrant highER-level players interest, but NOT so high as to make it a war for getting them - to the exclusion of new players looking for the initial achievements & items (as can & does happen with S Rank hunts, etc). [disclaimer: Yes, the ulterior motive is I have a furnishing idea that uses the potential items from desynthing Odin chests, etc.]
    B. Speaking of Rank hunts, that's another old/new player issue. A & S Ranks. The 'Early Pulls' issue has made enemies of people who would otherwise make good party members (or could save it for PVP). The useless drama in chat after an S Rank hunt - it's just that - useless. Would it be possible to put Rank hunts, or at least the S Ranks, linked to a sort of timer? If the Rank remained invulnerable from say the first time it's attacked, for a minute or two? (If you're that pushed for time, then play later when you have more) It would negate 'Some' of the problem of 'early pulls' and give more people a chance to arrive and/or parties to form up. It also kills the argument of 'you could have waited vs we waited a whole 1/2/3/4 min (tho 4 min from said 'shouted posted' isn't too bad. Idk. Give opinions.).
    Everyone could make use of the rewards and achievements from hunts. Mechanics are learned outside dungeons & raids, etc., as per much of the design of the ranks hunts seem to be. Keeping the game content more playable and accessible for all as they level up just follows logic. Not easier, just more accessible. The game should be hard enough to keep it challenging and rewarding, but the challenge shouldn't be scrambling to beat others out of content, OR pointing fingers because you think someone did. Otherwise, we should all just play an exciting game of go-fish.
    The logic behind these (small-ish additions for a large-ish impact) can be applied to any number of game features already established.
    If you think any of this warrants more attention, or have other like ideas to add, maybe we'll get lucky and the developers will take note. You never know who will notice or listen. Besides, there's a whole lot of you out there with more and better ideas on this than just these few.
    What do I know. Just another FF14 addict.
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    Last edited by ditto46; 02-01-2022 at 10:57 AM.