You don't think those people could have been tasked to create better content? There is too much fluf in this game.... and we keep getting more.Let's be fair here. The people who design and implement battle content are not the same people who designed and implemented perform, lord of vermillion, so the glamour stuff.
Their battle content team is severely understaffed. That is the issue they have, they are having trouble finding people to fill that team specifically.
There are a lot of people who like perform. Just because you don't doesn't mean it shouldn't exist.
What content do you want? Do you do all of savage and the extremes?
Do you mean content that's fun or content that forces people to play to stay caught up.
Content that keeps people playing could mean low drop rates and rng.
Have to be careful with what you ask for. And fun is subjective. I enjoyed Eureka. I also thought the original diadem wasn't that bad, they just needed to tweak it a bit
I think people also misunderstand the fate system, but that ship has long sailed.
Last edited by Valkyrie_Lenneth; 06-25-2018 at 12:52 AM.
What I would like to see moving forward, is a narrower scope in the way to types of content, but significantly more depth and longevity of the types they are creating. If you are developing an MMO with an update schedule of 3-4 months rewards should take roughly that long to achieve... Eureka took 2-3 weeks to get all weapons.Do you mean content that's fun or content that forces people to play to stay caught up.
Content that keeps people playing could mean low drop rates and rng.
Have to be careful with what you ask for. And fun is subjective. I enjoyed Eureka. I also thought the original diadem wasn't that bad, they just needed to tweak it a bit
I think people also misunderstand the fate system, but that ship has long sailed.
That would basically mean making everything incredibly difficult, incredibly grindy, or incredibly rng.What I would like to see moving forward, is a narrower scope in the way to types of content, but significantly more depth and longevity of the types they are creating. If you are developing an MMO with an update schedule of 3-4 months rewards should take roughly that long to achieve... Eureka took 2-3 weeks to get all weapons.
Can you imagine trying to get a piece of gear from content, only for it to have a drop rate of a mount from a newly released primal?
I don't see any other way to make something last 3-4 months entirely. That is just unrealistic expectations.
While I agree with you on adding longevity to the game, you can't force horizontal grind on vertical progression. Otherwise, people only get to enjoy their three to four months of work for a few days before the next new grind releases. If they complete it at all. You'd have to change the core itemization design first, then move in that direction.What I would like to see moving forward, is a narrower scope in the way to types of content, but significantly more depth and longevity of the types they are creating. If you are developing an MMO with an update schedule of 3-4 months rewards should take roughly that long to achieve... Eureka took 2-3 weeks to get all weapons.
Personally, I think this is worth doing. Ideally what we'd see is an expansion launched with several 'base' itemization paths, 3-4 being a good target. These wouldn't just have different sub-stat allocations: they need to tweak how abilities work, power up certain components of a character (for example, Regen effects are empowered by 15%). A good source of inspiration for this would be item sets in Diablo 3. Then, add in Relic-style upgrade paths for each item set (maybe look back to the various item upgrade quests that FFXI featured as well, for inspiration). Return RHS upgrades to a domain dominated by Crafting so as to juice the markets and introduce a Gil sink of sorts, and boom, we're in business. Gearing a primary character is no longer a one-dimensional process that is rapidly reduced to a busy Tuesday night followed by a week of boredom, because some paths will involve activities other than dungeons, paths that encourage different activities (Hunts, Eureka, Dungeons, Trials, 24-man Raids, NM 8-man Raids, certain large FATE bosses, Heaven-on-High, whatever).While I agree with you on adding longevity to the game, you can't force horizontal grind on vertical progression. Otherwise, people only get to enjoy their three to four months of work for a few days before the next new grind releases. If they complete it at all. You'd have to change the core itemization design first, then move in that direction.
Yes, it'd be a large undertaking, but it would really serve to add content. Every patch release would see grinds for multiple gearsets introduced, per job. And, of course, an additional base layer of gear could be released like normal, gear that essentially provided a matching iLevel but without the bonus stats, so as to allow players to easily catch up. The added time sinks for players would be a far greater return per hour of invested Dev time than we currently see. Even better, the types of item 'Sets' and the play styles they focus on could be shaken up with every expansion, so as to keep things fresh (after awhile they could be cycled with minor tweaks).
Mind giving any more concrete examples? At a glance, I'm inclined to agree, and yet we could be imagining polar opposites given the ambiguity of that description.What I would like to see moving forward, is a narrower scope in the way to types of content, but significantly more depth and longevity of the types they are creating. If you are developing an MMO with an update schedule of 3-4 months rewards should take roughly that long to achieve... Eureka took 2-3 weeks to get all weapons.
Last edited by Shurrikhan; 06-26-2018 at 09:09 PM.
Welcome toDisneySquareEnixLand, On your left is the one of the children's attractions the staged show, on your right is the dress-up-glamour Fashion Report, further down the road we have the haunted Palace of the Dead, and around the corner we have the roller coaster raids. Then there is our main attraction the "It's a Small Overworld"
The point is that there is no harm to adding more attractions to the game. You are not required to play all of them, just like you're not required to go on the Pirates of the Carribbean ride and Space Mountain. Disneyland also retires rides after they wane in popularity or wear out.
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