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  1. #13
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Also me playing World of Warcraft Dragonflight's endgame actually opened my eyes into both how well and how bad progression content should be. They have so many ways in order for you to gear up that its insane. From crafting, to doing harder dungeon runs. To doing weekly quests to doing rep grinds. To doing world events and bosses to doing raids. These systems (while bloated to be honest) bring so much variety into how you want to play the game. Although like I said, these systems are also very bloated and hard to follow to some players, and its telling from the conversations I see of people playing WoW that it's just not enough retention for them to stick with the game for long.

    So many of these players rather play a recreation of a decade old version of this video game rather than the amount of content presented in this expansion because its too much. There's a reason back in SB and ShB that the majority of players disliked the exploratory zones because of the boring grinds. Why advocate to bring back these systems without doing something better for them? The grinds in classic WoW were fun because the simple journey to doing its questing, exploration and dungeon content was varied and meaningful so the grind wasnt boring, unlike the simple yet stale journey of Eureka and Bozja of just spamming the same style of activity in boring limiting zones for progression.

    Anyway I think what would be good for FFXIV with this example is to seek a middle ground with having varied systems for progression that arent just...roulettes and raids, but dont overdo it like WoW where long term players get sick of the grinds.
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    Last edited by Atelier-Bagur; 05-16-2023 at 09:03 AM.

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