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  1. #1
    Player
    Dagger021206's Avatar
    Join Date
    Jun 2013
    Posts
    19
    Character
    Lexi Hart
    World
    Mateus
    Main Class
    Gladiator Lv 80

    Suggestion to developers for end game

    So I've been playing ffxiv for a looong time. Before that I played ffxi as well. Though I appreciate SE's attempts at adding different content like deep dungeons, eureka, limited jobs and such; I can handle a little of the cookie cutter approach to progression they have been doing if they made one change. So here is the issue for me, I enjoy end game fights, I enjoy extremes and I enjoy savage and stuff. I'm having a harder and harder time to motivate myself to do them because the gear becomes obsolete in 3-6 months. Thus, ultimately the only real reward is the glamour. Same with ultimate. I can essentially just buy crafted gear and do all content. I need some lasting improvement to keep motivating myself to do the new content that comes out. For example, on the normal raids and new dungeons I get new story. That is worth it to me. Extremes and savage need to give me some sort reward that isn't finite. So this is the problem I'm suggesting an improvement on.

    I admit I haven't played FFXI for a looooong time, but I enjoyed that there was always ways to improve your character end game. Furthermore, the gear didn't really become obsolete even though they've done multiples relics now. As i said, I haven't played it in a while, but I hear that is still the case. And then there was adding additional points to stats or abilities once you got max level. Doing something like this would really make it easy for me to be motivated to do new content as it comes out. So let me flesh this out a little more.

    I'm okay with dungeons, and tomestones continuing to just give gear with high item levels that eventually become obsolete. The dungeons usually come with story, and the tomestone gear can be used to hit the minimum requirements to do raiding, extremes and such. So this leaves us with raiding, extremes and the relic.
    (2)

  2. #2
    Player
    Dagger021206's Avatar
    Join Date
    Jun 2013
    Posts
    19
    Character
    Lexi Hart
    World
    Mateus
    Main Class
    Gladiator Lv 80
    SUGGESTION 1 (RAIDING). Keep the raiding gear the way it is right now for the three stages of the raid. When you finish the final 12.0 of the raid and have the max raiding gear before the next expansion do this. Make it so that you can turn the raiding gear from stage 1 and stage 2 into items to further upgrade your stage three gear respectively. This upgrade should add some beneficial effect that will always keep it relevant. For example, you can make it so that the fending Armour gets a 2% reduction to all damage. Or can give the weapons a +2% life-gain. Or for dps the final weapon upgrade can give a new instant ability on a 60 second timer that only works while it is equipped. That kind of thing. Then on future x.1, x.3, x.5 patches (or better placed), you can get items that will upgrade the top tier raiding gear from old expansion raids to have equivalent stats to the new on. This will still make the new gear better for half the cycle, but keep old gear relevant.

    SUGGESTION 2 (EXTREMES). This kind of goes with what I just mentioned above. Perhaps make it so that the extremes drops (or token trade in) the items needed to upgrade old relic or raid gear to be equivalent to the new stuff. That ensures that extremes are always worth doing when they come out besides just a new weapon.

    SUGGESTION 3 (RELIC). First of all, what I mentioned above could be substituted for the reward for the relic or even they both do it. This especially works since raiding is more skill based whereas relic is more time consuming based. Furthermore, if they start doing new content or better stories like they did with Eureka, then the relic is almost there. Essentially I think Relic gear should work the same way raiding gear does with the possible extreme drops to upgrade the stats to be relevant, but the nature of the additional unique feature should be different. For example, perhaps raid gear gives stat increasing (like the % life steal or permanent regen) whereas relic gear either gives cool down reduction to certain actions/abilities or gear equipped only instant abilities and such. Basically make either relic or raid passive upgrades whereas the other will be active upgrades.
    (1)

  3. #3
    Player
    Dagger021206's Avatar
    Join Date
    Jun 2013
    Posts
    19
    Character
    Lexi Hart
    World
    Mateus
    Main Class
    Gladiator Lv 80
    SUGGESTION 4. I would like to see something like merit points (I think it is called something else now) from ffxi put in. The idea where you can gain experience points beyond max level, but the points only go towards permanent upgrades to some stats, or cool down reductions or something. It would have to scale up a little bit for when level caps increase, but that can work similarly to the item drops from extremes. Furthermore, perhaps this experience can only be earned through certain content like 24 man raids, or deep dungeons or something. The key here, is make the bonus from doing this relatively small and a little grindy. For example, lets say you can use one "merit point" to upgrade any secondary stat by 1%, any primary stat by 0.5% or reduce a cool down for one gcd by 0.05. The first merit point is the equivalent of 10 24-man dungeon runs, the 2nd merit point is equivalent of 20 24-man dungeon runs, 3rd merit point is the equivalent of 40 24-man dungeon runs and so on up to a max 5 merit points to one upgrade. You can adjust those numbers as needed, those are just fast suggestions. Keep in mind the point is to be grindy with the stat increases. Furthermore when you consider most people heavy into end game have more then 1 job they keep geared, this would add a lot.

    FINAL WORD: I only gave suggestions here. The main point is to make the "cookie cutter/formulaic" aspects of patches and expansions give permanent upgrades. So that say at the end of shadowbringers I have to decide between my 2.0, 3.0, 4.0 and 5.0 raid/relic gear on what I want to wear to that best suits my personality. Yes I know this adds balancing issues. Here is me retort to that. As long as you can clear all content with all the jobs, then having some imbalance is fine. Otherwise, just make balancing adjustments every patch like they are no. There will always be a meta and they can adjust these add-ons as well. An easy formula to follow is if any specific gear was being used say 40%+, nerf it. If any gear is being used less then 10% of the time, buff it. These are just suggestions, but it would highly motivate players like me to keep up with the new stuff, and newer players to go back and do the old stuff. Would also give customization which is the main thing this game lacks. For at least players like me, this would easily double my playtime if not more.
    (1)

  4. #4
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,319
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Merit points were merely a compensation for how FFXI's level cap was frozen at 75 for eight years and never increased until after Tanaka left SE - as FFXIV raises it's level cap ten levels every two years or so (when a new expansion launches), there is no need for such a system there. Maybe when we reach level 99 in 5 years or so, but until then I don't see it happening.
    (4)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  5. #5
    Player
    Angus-Beef's Avatar
    Join Date
    Sep 2016
    Posts
    176
    Character
    Nayuta Miyumi
    World
    Leviathan
    Main Class
    Ninja Lv 80
    1: Honestly, I would love *expert* dungeons to feel like expert dungeons, they're hard and require good team play, not mindless tanking and spanking.

    2: Make PvP its own endgame, I remember the old days in wow when you were a pvper or raider, both were viable endgames and you didn't need to do one for the other. I think the player base would enjoy that.

    3: On top of harder dungeons, make them less linear but not ARR less linear, intuitive dungeon design would do amazing for better endgame dungeons, and given how we're only getting one now, this could be used as a form of difficulty over just making bosses outright damage sponges. Environmental aspects, crowd control, that could make runs so much more interesting and involved.

    4: Raids beingess trial like and having all bosses in one run, not constantly zoning out and back in.
    (1)

  6. #6
    Player
    Elladie's Avatar
    Join Date
    Oct 2012
    Location
    Limsa
    Posts
    488
    Character
    Elai Khatahdyn
    World
    Omega
    Main Class
    Scholar Lv 90
    I thought the point of endgame was the challenge ....
    (2)

  7. #7
    Player
    Dagger021206's Avatar
    Join Date
    Jun 2013
    Posts
    19
    Character
    Lexi Hart
    World
    Mateus
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Elladie View Post
    I thought the point of endgame was the challenge ....
    For many it is. But for others, the challenge is only worth doing if there is some reward involved with it. There are many different type of gamers, and one of the gamer types, there needs to be some sort of progression to enjoy doing it. Its the different between people who like linear (story based games) compared to those who like open sand box. This is an example of different gamer types. https://www.gamasutra.com/view/featu...a_.php?print=1
    (0)

  8. #8
    Player
    Dagger021206's Avatar
    Join Date
    Jun 2013
    Posts
    19
    Character
    Lexi Hart
    World
    Mateus
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Enkidoh View Post
    Merit points were merely a compensation for how FFXI's level cap was frozen at 75 for eight years and never increased until after Tanaka left SE - as FFXIV raises it's level cap ten levels every two years or so (when a new expansion launches), there is no need for such a system there. Maybe when we reach level 99 in 5 years or so, but until then I don't see it happening.
    I can be wrong, but from what I understand, they still have it in ffxi even after they raised the cap to 99. The point is that it adds a reason to level that lasts. Its basically progression that doesn't end for MOST players. There will always be a few that get everything done.

    Quote Originally Posted by Angus-Beef View Post
    1: Honestly, I would love *expert* dungeons to feel like expert dungeons, they're hard and require good team play, not mindless tanking and spanking.

    2: Make PvP its own endgame, I remember the old days in wow when you were a pvper or raider, both were viable endgames and you didn't need to do one for the other. I think the player base would enjoy that.

    3: On top of harder dungeons, make them less linear but not ARR less linear, intuitive dungeon design would do amazing for better endgame dungeons, and given how we're only getting one now, this could be used as a form of difficulty over just making bosses outright damage sponges. Environmental aspects, crowd control, that could make runs so much more interesting and involved.

    4: Raids beingess trial like and having all bosses in one run, not constantly zoning out and back in.
    Nothing wrong with those ideas. I was trying give a suggestion as a possible reward system for what SE is already doing and seems to be okay with continuing. Which for the record I like them continuing.
    (0)

  9. #9
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,183
    Character
    Kleeya White
    World
    Shiva
    Main Class
    Machinist Lv 100
    What about doing a kind of content because you like it in itself and to help other people who needs it to finish it, and not for the carrot you get at the end ? For example i still do hunts and the two special ShB big fates, even though it has been whole months i dont need anymore all the things they give. Thats the closest thing you can get that ressemble world bosses, and i just like to hit them with numerous other players (plus it is always so entertaining to see so much people still dying at Mudman's attacks XD). Do you truly really, as you said, enjoy end game fights if all it takes to demotivate you doing them is the gear becoming obsolete too fast ?

    But eh, dont get me wrong, i know very well a big part of the community is rewards driven. Just look at the number of people doing ShB fates now, despite fates being an all time despised content. I did never see so much players doing the previous expansions ones.
    (2)

  10. #10
    Player
    Dagger021206's Avatar
    Join Date
    Jun 2013
    Posts
    19
    Character
    Lexi Hart
    World
    Mateus
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Kleeya View Post
    . Do you truly really, as you said, enjoy end game fights if all it takes to demotivate you doing them is the gear becoming obsolete too fast ?

    But eh, dont get me wrong, i know very well a big part of the community is rewards driven. Just look at the number of people doing ShB fates now, despite fates being an all time despised content. I did never see so much players doing the previous expansions ones.
    There are lots of that people enjoy doing, but when trying to decide what to do, a reward does help. For example, if I'm deciding to do the new tier of raiding in ffxiv or perhaps play Nier Automa. I'll choose Nier Automa because I gain something at the end that lasts (the story). A reward would help me choose ffxiv over other things that I enjoy.
    (0)

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