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  1. #1
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100

    Progression system that could improve endgame (By a lot)

    After reaching level 100 I think it would be silly if we just increase 10 levels each expansion so I have imagined a progression system that I think could improve endgame:

    All character will reach level 100 and I believe it is time to stop increasing the cap and introduce a new system that will change game vertical progression to partially horizontal progression, improving replayability.
    I like how the game is easy until the story ends after that everyone after that the game had no reason to make game easy but not raids not other content that is not related to story.
    Here is my idea for after story content as we call it (end game content)

    Skills on Gear:
    Skills on gear is not a new system it is one of the main pillars of other gaming genres.
    We have 3 main patches x,0 x,3 x,5
    Use it as a starting gear system when moving from X,1 to X,3 increase Item level.
    Gearset have skills that attached to gear of equipped 3 pieces for example activate certain skill
    Gear Skills examples:

    Tanks: if HP below 50% increase tenacity by 20%.
    Melee DPS: if 5 positional done right next 3 GCD will have 20% direct hit.
    Magical DPS: if casting downtime is < 5 second in 1 min increase determination.
    Range DPS: For every successful ranged attack within the optimal range (25-30 yalms), gain a stacking buff that increases damage dealt by 2% (max 5 stacks). This encourages staying within the optimal range for maximum damage output.
    Healer: When a party member drops below 50% HP, your next single-target heal (like Cure or Cure II) on them will also apply a Regen effect that heals them for an additional 10% of their max HP over 10 seconds. (Provides reactive healing support)


    Elemental weapons:
    in game we gave 8 elements: Wind, Water, Fire, Lightning, Ice, Stone, Dark, Light

    light and dark are special elements
    dark counter 3 elements which is: Wind, Water, Stone
    light counter 3 elements which is: Fire, Lightning, Ice
    Job abilities doesn't effect from elements what is to be affected is boss damage bonuses

    for example shiva is Ice element,
    if you pick Ice weapon against her you will do 95% damage which is 5% less
    if you pick fire element it will do 110% damage
    if something like water it will do 105% damage
    else will 100% which is normal percentage.

    weapons will drop from various content in the game I will explain below:


    How to farm gearsets?
    Contents we have:
    - Fates (first patch)
    Fates are meant to be easy content; I call it a tutorial for expansion, and it is the first content after story people usually do.
    Fates gives currency and loot box that can give gear.
    Fates gives first gear that gives additional effects that is more defensive example:
    o If hp above 50% increase defense by 15% for 10 sec.
    o Element resistance (I will explain in stats).

    - Hunts (first patch)
    Hunts is basically a boss fight with no mechanics just a DPS check so all people know actually how to do combos without simplifying job design.
    Hunts gives first gear that gives additional effects that is more offensive example:
    o If hp above 50% increase crit rate by 15%.
    o Element resistance (I will explain in stats).
    - Extreme trail (Second Patch)
    will give 2 Weapons with different element example: fire, lightning, wind, earth, ice and water
    - Variant Dungeon (Second Patch)
    will give 2 Weapons with different element example: fire, lightning, wind, earth, ice and water
    - Alliance Raid (Second Patch)
    will give 2 Weapons with different element example: fire, lightning, wind, earth, ice and water
    - Normal Raids (Second Patch)
    Add augment to improve Fates and Hunts Gear
    - Savage Raid (Third Patch)
    Give new gear that has epic augment and last boss will be 2 weapon with different elements (Dark, Light)
    - Unreal: Give cosmetic (mount / housing/minion) (Third Patch)


    this design is just an example but it keeps player coming and actually want to play the game after finishing story + content.

    please let me know your opinion
    (3)
    Last edited by Tunda; 07-11-2024 at 11:15 PM.

  2. #2
    Player
    Gortys's Avatar
    Join Date
    Oct 2020
    Posts
    124
    Character
    Zirnseng Ladaku
    World
    Excalibur
    Main Class
    Samurai Lv 53
    Quote Originally Posted by Tunda View Post
    this design is just an example but it keeps player coming and actually want to play the game after finishing story + content.

    please let me know your opinion
    Just sounds like a version of WoW's gear system, but with fates and hunts instead of M+ and raids. People are just going to grind for whatever is meta so these type of gearing systems are an illusion of choice.
    (10)
    Last edited by Gortys; 07-11-2024 at 11:26 PM.

  3. #3
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,779
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    i am not here for horizontal progression i am here for vertical.
    (11)

  4. #4
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Gortys View Post
    Just sounds like a version of WoW's gear system, but with fates and hunts instead of M+ and raids. People are just going to grind for whatever is meta so these type of gearing systems are an illusion of choice.
    I didn't play WoW before and I don't know their systems..
    I play other RPG games and other PvE genres,

    I have seen games Like monster hunter which is implementing this system and it is very successful,
    If there is a problem of "Illusion of choice" then it is implementation problem
    (3)

  5. #5
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Musashidon View Post
    i am not here for horizontal progression i am here for vertical.
    good then u have the current system enjoy it
    (2)

  6. #6
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,341
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    I would just like better rewards. Or even rewards after you reach max level that could be earned with the XP.
    (2)

  7. #7
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Tunda View Post
    After reaching level 100 I think it would be silly if we just increase 10 levels each expansion so I have imagined a progression system that I think could improve endgame:

    All character will reach level 100 and I believe it is time to stop increasing the cap and introduce a new system that will change game vertical progression to partially horizontal progression, improving replayability.
    ...

    please let me know your opinion
    This sounds like it was taken from another game where it doesn't work, also see the original relic quest where you had to collect 75 alexandrite, 12 atmas, 8 books with like 30 some odd fights/dungeons to do each.

    Like what I want is there to stop being "5 new sets of gear" per expansion that are largely thrown away in favor of the tomes/raid gear. Like how many people used the relic armor? (the only armor that has a logical class lock)

    What I would like is that they flatten the gear creep. Instead of 5 new sets of disposable gear for the expansion and another 7 for the raids, only put out one new gear set for the expansion and one for each raid set. Let Square-Enix make these gear sets have individual identities like the relic gear instead of being grouped into 5 job roles.

    Then ripping a page out of the original relic quests, make the pieces of gear have an EXP curve on them. Fighting with each piece of gear adds experience to them like the "spiritbond" and then it gains additional ilevel ranks, and getting the glowing/sparkles effects when they have maxed out. None of this hunting down easy trash mobs, simply using the gear to fight equal-or-higher mobs is enough. Experience is only gained on the gear if you do expert dungeons or raids at synced.
    (5)

  8. #8
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    850
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    While a gear overhaul to make it more interesting would be great, I think just increasing the ilvl steps would give people some extra goals.

    Use more xx5 ilvl gear to bridge gaps and mix the secondary stats more, improve secondary stats so that speed isn't hindrance to most Jobs etc.

    Eventually allow stuff like upgrading Alliance raid pieces with Savage tomes for alternate secondary stat versions of savage level gear or make it ever just slightly better to make alliance raids more worthwhile than running once for them and to keep savage bit mroe alive during the off-patches. There's lot's of options.

    Just gerenally having different paths to gear from long-ish basic grinds to combination of different stuff. You could give some extra utility to crafters, even if it requires expert recipes to further tweak gear obtained from different places.
    (0)

  9. #9
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    I actually think some modicum of horizontal progression in XIV would help.
    I'd at least like for old gear to be upgradable to match current new gear- like, an old relic weapon that you can enhance to the current ilv by doing current content.
    This would give you many options for gear instead of the current "savage or tomestone" dichotomy we've had for ages.
    Some people here are echoing that sentiment.
    I also think there are some inoffensive traits gear could have, like adding an extra gapcloser charge or lower the cooldown of swiftcast by 10s in exchange for some raw stats.
    I don't want them to go crazy with traits, but minor things like that might provide situational utility in some fights.
    (8)

  10. #10
    Player
    koko-on-da-forumz's Avatar
    Join Date
    Jun 2024
    Posts
    196
    Character
    Kokola Kola
    World
    Malboro
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Gortys View Post
    People are just going to grind for whatever is meta so these type of gearing systems are an illusion of choice.
    It depends. In GW2 and FFXI, there are different metas for different roles for different content. And experimenting with them is fun.

    Also, like, illusions are fun. Do you not like illusions? It's a video game, it's all illusory. It's just electrons.
    (6)

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