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  1. #1
    Player DrWho2010's Avatar
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    Quote Originally Posted by Shurrikhan View Post

    Making new dungeons, as Yoshida implies there, has nothing to do with simply slapping on Min ilvl and a general mob-buff onto any existing dungeon.
    that would neither be fun nor interesting. it would not make for a worthwhile experience.

    But, by all means, let's ignore all pitifully easy ways to make already existent content fresh and entertaining and instead focus on making new content that less than 5% of players will see, locked behind a 30+ hour grind.
    I'd rather they try new and INTERESTING things over bloating old things. Besides as others have mentioned what WORTHWHILE rewards would you make available anyways? all suggestions come down to is useless glamor, useless gear with a few more meld slots. whoop-te-do.
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  2. #2
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    Shurrikhan's Avatar
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    Quote Originally Posted by DrWho2010 View Post
    that would neither be fun nor interesting. it would not make for a worthwhile experience.
    Okay. Admittedly I'm basing this solely off of four different MMOs and 7 variations of the concept across them of which I found 6 highly enjoyable and only 1 mediocre, but I disagree. /shrug

    Quote Originally Posted by DrWho2010 View Post
    I'd rather they try new and INTERESTING things over bloating old things. Besides as others have mentioned what WORTHWHILE rewards would you make available anyways? all suggestions come down to is useless glamor, useless gear with a few more meld slots. whoop-te-do.
    Ahh, the fated caps to dismiss any other concept that someone else might find interesting or worthwhile whilst assuring the world that your idea, with not a single word of description, would meet those parameters.

    The first being of course largely subjective, let's move on to "worthwhile". Aren't those rewards your scoffing exactly what BA and Eureka, for instance, provided? Despite taking up some quarter of Stormblood's development time? You got very briefly competitive (thereafter useless to Savage raids) gear choices with more slots, complete with glamour. ...But that's somehow not "whoop-te-do" and worth expanding on at the exclusion of more development-time-efficient means of increase content longevity through difficulty and rewards?

    Literally every reward in XIV is going to boil down to throughput advantage and the longevity thereof, or vanity. You may as well dismiss any content form as being "Just more content. Whoop-te-do."

    Give me even a brief description of the "new, interesting, and worthwhile" content in your head that would be made impossible by adding a brief reward system to existing contents due to exhaustive shared resource costs and I may well agree with you. But for now, I've seen difficulty-increasing reiterative systems work well in various MMOs and have yet to be able to say the same for XIV's "new and interesting" side-contents, so I'm going to favor the reiterative one if one should every exclude the other -- which I highly doubt they would.
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  3. #3
    Player DrWho2010's Avatar
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    Quote Originally Posted by Shurrikhan View Post
    Okay. Admittedly I'm basing this solely off of four different MMOs and 7 variations of the concept across them of which I found 6 highly enjoyable and only 1 mediocre, but I disagree. /shrug



    Ahh, the fated caps to dismiss any other concept that someone else might find interesting or worthwhile whilst assuring the world that your idea, with not a single word of description, would meet those parameters.

    The first being of course largely subjective, let's move on to "worthwhile". Aren't those rewards your scoffing exactly what BA and Eureka, for instance, provided? Despite taking up some quarter of Stormblood's development time? You got very briefly competitive (thereafter useless to Savage raids) gear choices with more slots, complete with glamour. ...But that's somehow not "whoop-te-do" and worth expanding on at the exclusion of more development-time-efficient means of increase content longevity through difficulty and rewards?

    Literally every reward in XIV is going to boil down to throughput advantage and the longevity thereof, or vanity. You may as well dismiss any content form as being "Just more content. Whoop-te-do."

    Give me even a brief description of the "new, interesting, and worthwhile" content in your head that would be made impossible by adding a brief reward system to existing contents due to exhaustive shared resource costs and I may well agree with you. But for now, I've seen difficulty-increasing reiterative systems work well in various MMOs and have yet to be able to say the same for XIV's "new and interesting" side-contents, so I'm going to favor the reiterative one if one should every exclude the other -- which I highly doubt they would.

    why should this game become like everything else? i applaud the devs for wanting to do more than just what every other game you mention does.

    at this point i don't want them to do it just to disappoint you. /s
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  4. #4
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    Shurrikhan's Avatar
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    Quote Originally Posted by DrWho2010 View Post
    why should this game become like everything else? i applaud the devs for wanting to do more than just what every other game you mention does.

    at this point i don't want them to do it just to disappoint you. /s
    Except, doing things like Lord of Vermillion or Eureka isn't doing "more than just what every other game does". It's executing on concepts that have likewise already been done in at least one other MMO, but with some design issues avoided and, often, even more issues newly added. They went to no effort to make any of their side-content particularly integral, to have it form cohesively from the surrounding game systems, or anything else. They went with an existing design staple (the level-cap hunting ground), sketched it out with their own paint, fleshed out some bits with franchise-traditional and genre-trope elements, and called it a day. Which is... exactly what any of those other MMOs you dismiss as uncreative do.

    You'd be hard-pressed to make any particular content type unique to MMOs at this point except by making it uniquely well or uniquely poorly, so as long as the developers keep taking these things part by part and function by function, how about we start aiming for quality alongside that pretense to novelty?
    Or at the very least if a content is really just to be treated as "tide-over", then let's not spend more resources on it than main content when far more efficient designs are available? If we're going to commit, commit fully (rather than leaving things like Diadem or Eureka grindy, haphazard, unpolished, and ultimately mere "side-content"), and if we're not, let's be efficient.

    Quote Originally Posted by DrWho2010 View Post
    they've said in the past before you can't just throw money at a problem to make it go away. that's not how it works. lack of available talent is a bottleneck. lack of sufficient time is a bottleneck. you can only outsource so much and even then it has to be sure to match up to internal standards. there is just no way that it is possible to satiate the ravenous rapacity of gamers consuming content.
    Then all the more reason to add longevity in the most efficient ways they can without resorting to joyless reward loops? Throwing in fatalistic defeatism does nothing to advance your argument here. Clearly, it is possible to a degree necessary to maintain profitability, and clearly any sub-based MMO's profitability has varied tremendously with their ability or inability to satisfy consumer appetites for content. The question is how best to do so, not whether it can be done to a reasonable degree.
    (3)
    Last edited by Shurrikhan; 06-24-2019 at 01:13 PM.