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  1. #1
    Player
    ThomasOfEger's Avatar
    Join Date
    Aug 2021
    Posts
    72
    Character
    Thurinor Istor
    World
    Cerberus
    Main Class
    Archer Lv 90
    [QUOTE As for the topic, I guarantee you that this will either be public and misused, or private and... it will still likely only bring negativity. I don't think this is the right approach to this problem at all- improvement must be a fun (and optional) path. The game would do better by reconstituting an enjoyable skill ceiling to jobs and most content. I improve because the journey is fun, and the results give me contentment. I doubt I'd have the motivation if the game told me I suck on the end screen of a raid.[/QUOTE]

    No it's the fact that any suggestion for change you post on the forum there are 90% of horribly hurt people even if the suggestion or idea itself didn't hurt anyone they are canned so much that they would rather not release another expansion to the game and let the game community die out. Unfortunately, that's the way it is here on the forum. So again and clearly I want to ask everyone to pull away if they have a tendency to express themselves negatively or put down an idea as opposed to thinking how it could be implemented.
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  2. #2
    Player
    arstoka's Avatar
    Join Date
    Jun 2024
    Posts
    109
    Character
    Hisato Yoshida
    World
    Balmung
    Main Class
    Samurai Lv 100
    If people want to improve then they'll look up guides/vods for rotations and more difficult content or go to ""outside platforms"" to look up the numbers. Ranking systems already exist in different ways in the game.

    You already mentioned Deep Dungeons which is fine. There's also PVP ranked and technically Lapis Manalis.

    You will also run into the issue that is already prevalent in many discussions on the forum: job simplicity and lack of identity, "preferred" party compositions and the "2 minute meta". It will result in an abject "best way" to play a job which has the logical thorough-line of killing creativity within the job as there is only one way to play it to make number go up.

    Additionally, think about how unsyncing and min ilvl would have an impact on these numbers. What about limited jobs?

    Also see other comments brought up about the numbers or ranking being used to justify allowing people to participate in content and potentially contributing to more hostility and bullying because of arbitrary numbers.

    FF14 is a casual MMO focused on story with other non-required side activities. The target demographic right now are people who don't have a lot of time to play and want to do stuff to unwind. There's no need to add the stress of numbers at the end of easy encounter dungeons.

    Regardless of the intent of the thread to spark "positive" ideas of implementation, you have to consider all perspectives in these sorts of discussions, good and bad. If you're not willing to hear negative feedback then you're going to end up with short-sighted analysis of systems that, should at their core, look to drive player engagement and fun but result in the opposite.

    So I respectfully disagree with wanting to posit only positive ideas to implement a feature that won't consider the full scope of what it means to implement such design.

    Besides, it's already been mentioned that having specific "achievements" within dungeons, like "kill x before x happens", will prompt a lot more fun and engagement and replayability for dungeons then "you did this big number! here is your rank".
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