Quote Originally Posted by Picoman View Post
Come on. OP started at CE launch. They should know better.
Actually I play since Alpha testing.

Quote Originally Posted by Kafeen View Post
So what are the basic elements you want them to use?

For DoW classes their only basic element is to kill things and in the process of killing things, occasionally collect items. The side quests we have DO use these basic elements. The variation we have on this is either kill X number of enemies or kill a specific enemy (effectively what the DX:HR quest boils down to).

For DoH we have their basic element of crafting items, they have their leve quests (which are basically repeatable side quests) where their objective is to craft a certain number of specific items.

For DoL we have gathering, similarly to DoH classes, their leve quests focus in their abilities.


The side-quests might not offer anything different but then you have to work within the elements of what the game offers, and that's exactly what they do.
I didn't actually want to have to give any specific ideas in how to innovate as I'm not a game designer and people are going to probably hold to an abstract example as something punctual.
But the basics on XI are moving, clicking, emoticons, ridding on a chocobo, talking to NPCs and using skills.

There's plenty of things to do other than just kill certain amount of monsters.
And even when doing so, they could make us do it with a certain weapon or a certain spell.

We could be solving crimes, asking NPCs for statements and then testifying having to choose the right answers.
We could enter in funny coreographed street fights in which triggering the right emotes in the right order would win the match.
We could be having to reach certain place on our chocobos before an NPC does.

There's plenty of things we could do, which aren't big budget things. Just sticking to the game's basics.