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  1. #1
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Vespar View Post
    RNG is only on the weapon, not the armor. Heck I'd play Eureka more if I could RNG my stats on the gear too! That would keep me playing!
    That right there could be a way to keep things fresh while not maintaining a gate.
    I'd say more but my 9mo old is having a fit so it will have to wait.
    So your solution is to remove all restrictions and replace them with pure RNG? They tried this already with Diadem; Coil raids also didn't give weekly pages, therefore you had to farm and pray. Both systems were universally despised. WoW relies on RNG and it's routinely cited as one of the most hated features about the game.

    Nothing about this is fresh. It's simply doing what we already do except your entire progression is based on sheer dumb luck. It also still renders most content obsolete since there isn't a reason to do say... normal mode when you can get better gear simply farming tomes. Unless tome drops are RNG too, prices are absurdly high or tomes no longer exist and it's pure RNG with easier content having weaker gear but higher drop rates. None of these ideas sounds fun, engaging or in anyway something I ever want to partake in.
    (6)

  2. #2
    Player
    Vespar's Avatar
    Join Date
    Mar 2011
    Posts
    2,786
    Character
    Leyna Crosse
    World
    Goblin
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    So your solution is to remove all restrictions and replace them with pure RNG? They tried this already with Diadem; Coil raids also didn't give weekly pages, therefore you had to farm and pray. Both systems were universally despised. WoW relies on RNG and it's routinely cited as one of the most hated features about the game.

    Nothing about this is fresh. It's simply doing what we already do except your entire progression is based on sheer dumb luck. It also still renders most content obsolete since there isn't a reason to do say... normal mode when you can get better gear simply farming tomes. Unless tome drops are RNG too, prices are absurdly high or tomes no longer exist and it's pure RNG with easier content having weaker gear but higher drop rates. None of these ideas sounds fun, engaging or in anyway something I ever want to partake in.
    If only we had the echo so we could understand one another better. Im not saying that EVERYTHING has to be RNG-related. I personally would accept it though, because as an old skool XI player, finally getting that piece I was after was a HUGE accomplishment and back then you felt like you earned it and it was euphoric! (I dont feel that in XIV)
    But... What Im actually asking for here is LESS GATED content and MORE FREE TO ACCESS CONTENT like Eureka so Im not waiting around bored for the next reset.

    They dont need to make EVERY reward from every type content be the same ilvl or type of gear or whatever. Nor does it all need to be RNG-related. I'm only asking SE to give players additional content that can remain relevant for a patch cycle that is Freely accessible. Such as Eureka... So that we can gear up additional jobs and not be limited to wasting all our money on crafted junk.
    This is why I disliked Pagos. Anemos had armor sets, as did Pyros, but Pagos had only the weapon and I couldnt keep up my jobs to a decent ilvl like I wanted to (until Pyros) because Pagos armor was not present so I was back to being gated... Pyros is great. Im asking for more of that! I dont care if its not BiS. I dont care that I have to RNG my weapons stats... That gives me something to do (FINALLY) and I enjoy it, but when 5.X hits will there be content like that from the start? Equipment sets available from this kind of content just need to be relevant and give enough ilvl to allow entry into the other contents. Free to access content like Eureka should always be in EVERY patch cycle so players have a means of gearing up alternate jobs besides their main job without being STUCK every week waiting for SOMETHING to do!

    Sorry if this is a hard read, my 9 mo old is screamin' in my ear right now...
    (0)
    Last edited by Vespar; 12-18-2018 at 06:09 AM. Reason: spelling

  3. #3
    Player
    Hamada's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    793
    Character
    Aya Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 74
    Quote Originally Posted by Bourne_Endeavor View Post
    So your solution is to remove all restrictions and replace them with pure RNG? They tried this already with Diadem; Coil raids also didn't give weekly pages, therefore you had to farm and pray. Both systems were universally despised. WoW relies on RNG and it's routinely cited as one of the most hated features about the game.

    Nothing about this is fresh. It's simply doing what we already do except your entire progression is based on sheer dumb luck. It also still renders most content obsolete since there isn't a reason to do say... normal mode when you can get better gear simply farming tomes. Unless tome drops are RNG too, prices are absurdly high or tomes no longer exist and it's pure RNG with easier content having weaker gear but higher drop rates. None of these ideas sounds fun, engaging or in anyway something I ever want to partake in.
    This reply is more for the conversation you are having with Vespar and not you directly but ya, kinda replying to you both.

    The gating is more like a necessary evil, damned if you do, damned if you don't. However I do agree with Vespar's point, I do not think the artificial gating should be there. You are basically favoring the gating because the game has no content, so you are artificially extending it. I do not think that is a good model.

    I do not like the predictability to the extent FFXIV does. This gives you a lot of insight of what and when it is worth even playing, what and when you need to prepare for and so on. So you end up not playing for huge gaps of time because you know when something will be drastically outdated. This thread is weird to me, praising the biggest flaw in this game.
    (6)

  4. #4
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Hamada View Post
    This reply is more for the conversation you are having with Vespar and not you directly but ya, kinda replying to you both.

    The gating is more like a necessary evil, damned if you do, damned if you don't. However I do agree with Vespar's point, I do not think the artificial gating should be there. You are basically favoring the gating because the game has no content, so you are artificially extending it. I do not think that is a good model.

    I do not like the predictability to the extent FFXIV does. This gives you a lot of insight of what and when it is worth even playing, what and when you need to prepare for and so on. So you end up not playing for huge gaps of time because you know when something will be drastically outdated. This thread is weird to me, praising the biggest flaw in this game.
    You said it yourself. Content gating is a necessary evil for gaming as a whole, not simply FFXIV. No development team can sate how quickly their playerbase consumes content. While yes, FFXIV has been undeniably lackluster in some areas, saying they should remove gates and just make more content to compensate isn't realistic. Look at the raid tiers. This is content they spend months creating and the normal modes don't last more than two hours. Savage has greater longevity but groups above a casual level are usually done within two months. The 24 mans take 40-60 minutes yet likely take weeks, if not months to develop. Yoshida outright admitted Heaven on High took triple the resources and time of a dungeon despite it taking 8-10 hours to do a full 21-100 run.

    Gates exist purely because it's impossible to develop enough content. No amount of money or new developers are going to change that.
    (4)

  5. #5
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Bourne_Endeavor View Post
    You said it yourself. Content gating is a necessary evil for gaming as a whole, not simply FFXIV. No development team can sate how quickly their playerbase consumes content. While yes, FFXIV has been undeniably lackluster in some areas, saying they should remove gates and just make more content to compensate isn't realistic. Look at the raid tiers. This is content they spend months creating and the normal modes don't last more than two hours. Savage has greater longevity but groups above a casual level are usually done within two months. The 24 mans take 40-60 minutes yet likely take weeks, if not months to develop. Yoshida outright admitted Heaven on High took triple the resources and time of a dungeon despite it taking 8-10 hours to do a full 21-100 run.

    Gates exist purely because it's impossible to develop enough content. No amount of money or new developers are going to change that.
    There are different kinds of gates though.
    Tombstones are a gate similar to the original XIV fatigue system. If you do too much endgame content on a character, you are capped earning more progression until the cap is lifted. Other games use RNG gates and endgame that consist of more than beat one boss or three bosses in 60 minutes to end the run. They have multiple goals throughout the entire zone than just beat a boss. The way games usually get around adding more to do while you wait on new content is adding an additional progression system like merits, champion points, masteries, and so on and so on. But something like that makes no sense here since all the hard stuff is capped and the open world is safe.

    The achievement log/challenge log is sort of already built for something like that if the world supported it, a means to progress when you are capped on tomes. But then the players who play less would always be left behind.
    Relic used to be that sort of thing here, where you went back and revisited older content to upgrade relic. Almost the same thing but you would upgrade your character and not a weapon.
    (0)
    Last edited by Sandpark; 12-19-2018 at 01:47 PM.

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  6. #6
    Player
    Hamada's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    793
    Character
    Aya Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 74
    Quote Originally Posted by Bourne_Endeavor View Post
    You said it yourself. Content gating is a necessary evil for gaming as a whole, not simply FFXIV. No development team can sate how quickly their playerbase consumes content. While yes, FFXIV has been undeniably lackluster in some areas, saying they should remove gates and just make more content to compensate isn't realistic. Look at the raid tiers. This is content they spend months creating and the normal modes don't last more than two hours. Savage has greater longevity but groups above a casual level are usually done within two months. The 24 mans take 40-60 minutes yet likely take weeks, if not months to develop. Yoshida outright admitted Heaven on High took triple the resources and time of a dungeon despite it taking 8-10 hours to do a full 21-100 run.

    Gates exist purely because it's impossible to develop enough content. No amount of money or new developers are going to change that.
    True I guess some gates are needed. What I meant was, there needs to be more content. I mean FFXI had good solutions for having different things to do, so why can't this game? Makes no sense just to paint a new ilevel on stuff we been doing for 5 years. FFXI did a better job at 'hiding' the gating by allowing you do different things and gave you plenty to do. Glaring at a currency weekly allowance does not show much creativity in design, feels lazy. FFXI did not do that but they still had time gates.
    (1)

  7. #7
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,799
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Hamada View Post
    I mean FFXI had good solutions for having different things to do, so why can't this game?
    XI handled it by just keeping everything relevant forever. That's fine, but it also meant people ran Dynamis and killed gods over and over again for YEARS. I am perfectly fine with gear tiers and content being obsoleted. Yes, it's basically still the same patterns over and over, but at least the scenery changes every few months.
    (0)