



The fact you can lose mettle in there without gaining any at all is baffling to me. Who thought of that design? Why was it implemented?After the last hotfix changes I can safely say that Castrum currently is dead content. Nobody is trying to do it anymore as Skimishes and CE's will give you coins. The only reason to do it would be for either the memory collectables and the augmentation. Few care about the first and the second has such a low drop rate that it essentially non-existant (30 run, 1 augmentation for a 20 min content that only spawns every 1 hour is not attractive). Add the fact that it neither awards XP nor mettle I can see why this not attractive anymore.
Being in a full instance and only 20 people register of which only 8 show up is pretty frustrating.
They need to fix this quickly or Castrum will die off fast.
Arbitrarily punishing your players leads to them not doing the content.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]




One of the main issue for many new contents.
It's like the game designers have either no enough time to do contents, or they are not questioning themselves about every design decision.
My process would be something like this :
Castum (re)playability :
- Castrum is accessible when player reaches lvl 10
- 3 fights + 1 rooms of trash
- No xp gain
- Death penalty --> xp loses
- Actions lost and coins rewards (+ others rares)
Will the player be afraid of doing the content before reaching lvl 15 ?
- If he plans to reach lvl 15, and doesn't want to lose any xp, he will probably wait for doing Castrum.
So how to encourage him to go to Castrum before reaching lvl 15 ?
- Remove death penalty ?
- - Seems not very logical, why it's different from the field ?
- Put xp for each boss beaten
- Separate the xp progression in two parts ?
- - Lvl 1-10 in Bozja field and lvl 11-15 in Castrum ?
It add a nice replay value for Castrum, but people who want to do it once and reach lvl 15 can't do that.
So, it should be better to give xp for each boss beaten. Doing Castrum should be better to gain xp than being on the field. It should be enough and it's logical because the fights are more difficult than Fates and Critical Engagements.
From lvl 10 to lvl 15, the player needs then to do 8-12 Castrum (will depends if he farms Fates and such while waiting for Castrum to pop).
To encourage to do more Castrum, the other rewards should make it.
(Honestly, I don't agree with this, the actual rewards design is not good for encourage people to do it, but I want to end here ^^)
Last edited by Ceasaria; 11-19-2020 at 08:17 PM.
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