I remember when the game first came out and it failed badly a lot of the jp players on 2ch were complaining how it was nothing like wow and they were expecting the game to be very similar to wow, they were making a huge deal about it..and they all quit xiv and went to some wow server. I wonder if that has anything with him trying to turn this into another wowat least that is how it is looking so far anyway
I agree with you on what yoshi is doing, really is a shame. I am sick of everything coming out as an instance, and if this is what 2.0 will bring Im pretty sure a lot of the player base will be exiting post haste. SE and the DEV's screwed up FFXI with what they did and it looks like they will do the exact same thing with FFXIV. It seems SE and the DEV's will never learn.
^THIS... I played WoW for a bit and I would rather play with people I knew than randoms. I would try to get friend/guildmates to join me before queing alone. I think people are over exaggerating everything related to this.Originally Posted by Alerith
On a related note to this topic...I like instances for certain things. If we have a ton of people trying to do a dungeon, they can all do it at once. Large-scale raids and dungeons for content finder are perfect for this. Open world dungeons/NMs are great for competitive nature of the gaming but also create a lot of problems. Balance is tough.
I've read through several of these threads wanting more content to be open world, but I honestly don't understand what it is exactly you're asking for.
Is it timers and entrance requirements on dungeons? Is an hour to short a time to explore Cutter's Cry? Is 4 people too many? Is 8 people too few?
Is it a problem that anyone can go fight Garuda without having to compete for claim first?
Is it something else? I respect that other people want different things from a game, but I honestly don't know what the typical Open Worlder wants.
The First Law of Roegadynics: "A Roegadyn may not injure a Lalafell or, through inaction, allow a Lalafell to come to harm."
The beauty of 'open' world content is that you go to an NM or dungeon or some 'activity' by yourself or with a group of friends, you may run into other people on the way or inside.
Open world content would not restrict the activity to only those in the party -- you could have people outside the party participate, help or just watch and admire. You could even have situations where you have to compete with another group of people for the honour of fighting a mighty foe and claiming its defeat and riches.
It creates a more 'realistic' 'livable' atmosphere of an immersive world where you run into fellow adventurers who are trying to do battle against the same enemies you are facing.
That being said... in this 'modern' world where we are faced with more people who are anti-social, do not get along well with others, or are into 'grief' play, this faces problems. By ensuring we are all in an instance, it removes the 'having to interact with others' that some people do not like.
Take for example, one of the very few activities that are 'open world' right now: Caravan Escort. Those who have participated enough will have seen people who complain that they can not get in, or someone else got in instead of their friend, or that someone is running to the end to get seals without working. This 'open world' content allows for us to interact with people we would not have otherwise planned to. And this can end up in situations that may not have been desired.
By not having open world content, in essense saying: If you all can't get along with each other and play in the same sandbox, you will go play in your own sand boxes. And this is where we are going.
It has its goods, it has its bads... And until we can solve the underlying issue in some people who do not understand how to interact with others in an amiable fashion, this may be our best compromise.
I'll try and respond quote by quote but as for this first part no. PVE is PVE, content revolving around the environment of fighting mobs should not include ls or noobs that try and ruin the experience by getting in your way. PVE is meant to challenge players against AI mobs and in order to make it challenging you HAVE to cut the PVP aspect from it, if you want PVEVP then play a game that has PVP servers then you are free to do whatever you want while a party fights an NM that your ls wants. Do you honestly think it's a "fair" tactic to lag people out who are trying to honestly fight an NM? Do you really think that should be included as a ls tries to tackle a difficult HNM, honestly ask yourself that. Do you think it's truly fair that if a ls gets a mob down to 5% then another LS burst in and lags them all out that it's ok for them to claim the mob and finish it off? Cause you know the answer is no, so if you want PVE to be in the open world then you need a mature playerbase that will respect people who are fighting NMs and nota community which is hellbent on lagging their competitors out and praying that they lose so they can fight the NM.
Dungeons, if they are smart about their release of 2.0 they will release a wide arrangement of dungeons which will allow players to have multiple experiences while lving. The story is story most likely fit for one class to get from 1-50 but to lv the other classes you can either team up with players in dungeons, since I highly doubt they'll make single player dungeons and if they do it'll maybe only be dungeon fit for 1-20. They will still have guild leves which will be reformed to some extent and players can team up that way to have a unique leveling experience. But honestly how is a community gained from grinding mobs especially with XIV currently. It's pretty much an idle and let high lvs do the work for you to some extent, in XI a community could be gained because lots of teamwork was actually involved in the old leveling process to get stuff done and showing that coordination really showed how good of a player you could be. In XIV's current lv scheme there is nothing that actually shows your skill when lving the only way to do that is to experience high lv content. With the way they are attempting to set up lving in 2.0 it's possible more challenges will be made for people to actually show their skill as they lv rather then it be something you can only experience at 50.
The three pillars are there and it works as followed. People are free to play with content at their own discretion. A hardcore player can play in a dungeon 5-10 times a day, a midgammer maybe 3-6 and a casual maybe 1-3. As you can see the hardcore player is able to obatin more attempts at a reward because they are able to challenge said dungeon more times. Of course there is room for improvement and Garuda is the first step at this by having it where with proper skill you can fight her x amount of times to obtain all the weapons.
Another way to go about this is a point system which people have suggest so that people can feel like they are reaching a goal rather then playing luck with dice.
Of course for a point system to work you need limitation so that hardcore wouldn't be able to earn x amount of points in day 1 of content and the concept is easy enough to come about.
Basically have it where only x amount of points can be earned a day from a dungeon so say a perfect run nets you 500 points, 500 points would be the limit you could earn so any runs after that you would be relying on the random numbers in hopes your loots drops. For casuals perhaps they aren't skilled enough so it would take the 3-4 runs to earn 500 points but perhaps they only have time for 2 runs a day so they can only earn 300. Midgammers might be able to do 2 runs a day but get 450 total. hardcore on the otherhand would always be able to get 500 daily and perhaps keep pushing their luck or revolve through all the dungeons to earn the points for that day. So you would have the following:
After 1 week
-----------Dungeon 1--Dungeon 2--Dungeon 3--
Hardcore--3500--------3500-------3500-------
Midgamer--900---------400--------1000
Casual----900----------100--------300
With this you could see that overall the hardcore would be able to reach the points of said reward quicker while the casual and midgamer would take longer to reach said objective but it would be held in a way so that hardcore wouldn't be able to attempt a 24hr session of doing a perfect dungeon 24 times to obtain 12000 in one night.
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