
Originally Posted by
Jojoya
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I'm sure there are pros and cons that others can think of. It's a bit difficult to come up with ideas for a zone that would be truly evergreen.
I feel like this is hardly "Field Content" as could apply to what exists in XIV thus far, but I'd dig it. Sounds pretty fun.
Tangent:
I'm reminded of an old idea that sparked by Sandpark's Frontiers idea (if I recall the name correctly). I called it... "Ascent", I think? It was basically what you'd imagine from a combination of XIV-style job-switching/skill-accretion and the Rise trailer for League of Legends, with a bit of Rogue-like twists atop all that. Get to the top, surmounting the challenges on the way.
As you climb, you accrue strength and options to use against challenges of increasing absolute and even relative difficulty. Bonuses for not wiping; further bonuses for not dying at all. (In the PvEvP mode, a wipe means your out altogether.) You start with a relatively minimalistic but decently satisfying set of skills, per your chosen starting class, and gradually add new skills as part of your class or others', job options unlocked, or special ability/trait-granting gear, or party-wide special modifiers (some increasing challenge in certain ways for further reward).
Three options: Forray (1-8-player content, scaled; randomly dropped positions in a gigantic map with some horizontal progression possible, but mostly just moving straight up if quite skilled; less than 2 hours to fully complete), Expedition (Up to 40 players, made up of any number of parties that are conditionally pseudo-shared away from each other before being able to meet up to approach far greater challenges collectively), and Tournament (PvEvP. 1-4 people per party. Smaller parties means those party rewards all go towards one person, allowing a soloist to be surprisingly competitive even if far from optimal).