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  1. #1
    Player
    MorbolvampireQueen6's Avatar
    Join Date
    Jan 2019
    Location
    gridania
    Posts
    640
    Character
    Nagini Kagon
    World
    Brynhildr
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Aramina View Post
    How in the fish is working for gear a handout but gearing up solely based on your luck and not your skill not a handount? Were you dropped on your head repeatedly?
    it isn't work lol you literally already just spam dungeon and roll against maybe 1 other player that isnt work lol
    (0)

  2. #2
    Player
    Alaray's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    624
    Character
    Vevri Arctyria
    World
    Balmung
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by MorbolvampireQueen6 View Post
    it isn't work lol you literally already just spam dungeon and roll against maybe 1 other player that isnt work lol
    Savage is generally harder to do than a dungeon.

    But what I get from this is: Dungeons should feel more difficult and rewarding to complete.

    Since either way you get a free item in this example. One's just arbitrarily really garbage, while the other guy happened to roll BiS.

    Most of what you say, the sensation of feeling unique, occurred in a lot of older titles by having difficult, high end means to receive those items that not everyone would be able to invest to get. Since every other iteration ends up the same: everyone is going to go for the BiS roll, regardless, and it's all the same in the end anyway. The only thing that generated a unique-sensation of reward was being aware you earned something by doing a piece of content a lot of people can't otherwise invest in to complete to get the same item. However, if they locked relics behind Ultimate, I have a strong sensation the vast majority of the playebase would despise that choice -- since everyone would want the unique item that makes their class, their class.

    So it sounds like, from this position, you'd prefer horizontal gear progression that lends into various builds. Although XIV isn't built in such a way where horizontal gear progression would be any different from getting what makes your class the Best. There aren't a variety of builds for classes to an extent other games achieved long ago in the form of talent options, choices, synergies with those choices, and then synergies with those choices and items that affected them for gameplay (ie: tier sets). And this design also runs into issues of 1 build being the best period, on top of not being able to feel like you get to play your job, until you get the specific bonus you need to make it work.

    I'm starting to feel that I understand what you want, the idea behind it, but don't know how that's achieved. Because random stat rolls isn't how that's achieved, since the item is still a handout by your standards regardless, but I also think you feel an endless, mindless grind (ie: eureka-style) is "work" when it's not work, because it's not hard, and it's not challenging to do. An endless grind of mobs, an endless grind of dungeons, aren't interactive, challenging, or necessarily fun. Mobs don't require you to do anything other than kill them with a couple buttons, move on to the next one when you didn't get what you needed. Dungeons are at a point where they aren't particularly interactive pieces of content, since they're designed to be afk-easy for the vast majority of them. Receiving an item reward from a dungeon isn't inherently as rewarding as receiving an Extreme weapon item, or a Savage weapon item, or an Ultimate item (even if the last is generally just cosmetic). It's more of a "oh thank rng, finally" and paced with that RNG in mind. But if you start adding excessive roll possibilities, for stats, for meld slots, for tertiary stats, etc... then the grind never really ends, and the likelihood you get what you want out of the investment becomes potentially 0 even after 2000+ runs of the same thing.

    I'm going to also add:

    You can't import XI systems into XIV. They're completely different games, with completely different designs, that often times are at odds with each other. You'd need to put more thought into it than "just put XI in XIV!" Because it's not that simple, at all. You'd need to consider: How does this impact the game's fight design? How does this impact the game's mechanical design? Job balance? How does this impact the game's control fidelity? How does this impact the game's playability? How does this affect gameplay in all areas -- Dungeons, Raids, Open World, Maps, Eureka, Deep Dungeons, etc... ? How does this impact the player? Does it add anything meaningful? Or does it add nothing, and only negative points -- frustration, burn out, feeling unrewarded for time investment etc... ? What else needs to be overhauled to make it work? Is it worth it?

    And comparing Action RPGs to a MMO also is a fundamental misunderstanding of the gameplay design and audiences of these genres and the intended goals behind them.

    Especially when you consider how Action RPG's are by and large solo experiences, fast paced experiences, and crap out a lot of items to make your individual character be able to grow up into Literally Overpowered to blow through waves and waves of mobs with a gameplay system that lends itself to making that fun to do. (Some people like massive explosions and sending hundreds of mobs flying to hit the walls instantly, but you can't replicate that in a MMO since, even with XIV's combat design, it's too slow spaced and methodical).
    (3)
    Last edited by Alaray; 04-26-2019 at 06:01 AM.