It takes all kinds of people. Some who care will follow the meta others won't. Games should not be designed for people who optimise the fun out of everything. Make a fun game first and then let people who care about it meta slave.
That's a relic item (purple), that is literately the thing I said we should not do.
"Splendorous Tools", even to get there you need to do 7 types of grinding, and then of course DT comes out and now you gotta throw it away.
Zodiac: 8
Anima: 8
Eurekan: 16
Resistance: 6
Manderville: 4
Eurekan (Armor): 8
Resistance (Armor): 5
Mastercraft (Tools): 3
Skysteel (Tools): 6
Splendorous (Tools): 8
What happens when the next patch comes out? You throw these away, making it entirely pointless to ever even start the grind.
A much simpler scheme is to simply "level from use", weapons from fighting FATE/Dungeons that are equal or higher than the player
Armor, same.
Tools, is difficult to really establish because people would just grind out garbage to level them and then you get 200 people at the same mining node for a three months. Collectables suck, but it at least keeps people from just getting gated. But it makes the game's entire crafting and gathering completely pointless.
Anyway what I want to see is players able to just take whatever gear they like, stage 0 it's exactly the same as normal
Stage 10, it's the same ilevel as current tomes gear. If you really like that ilevel 130 gear and want it to glow like 690 gear, now you can.
Applying any kind of "prefix of (item name) suffix + X" just turns it into a multi-dimensional grind like the original relic weapons wound up being and then you threw them away in HW.
What I do not want to see are gear items turning into horizontal grind fests, because that always ends up destroying the game because most players can't keep up.
Honestly I was originally hoping that 1.0 would be XI 2.0 but yeah. I guess we are stuck with what we have?
I've been thinking about this a lot, but modern MMOs experienced a harsh divergent evolution from classic MMOs like that.
FFXIV and WoW evolved to optimize themselves for instanced endgame raiding.
GW2 evolved to optimize a sense of exploration, progression, individuality, and a living world.
Hit me up, play with me some time![]()
I agree about game design, but if horizontal level and or gearing systems were more "fun" there would be a lot more people who liked games with these systems, but that enjoyment in the MMO community seems to be an exception.
The thing about GW2 is that it's gear is still usable and you don't necessarily have to grind for better gear as you horizontally progress. LOTRO had similar gear where you may not need to replace your max level raiding gear for a couple of expansions - if you just replaced some "materia" (can't remember what it's called there) then you were on par with people with the latest gear.
What I read the OP as saying is that instead of new levels they would want new gear to grind for every expansion. Depending on what you enjoy doing in GW2, you can skip a year or two (or longer) and likely not have to replace your gear at all. But most MMO players see "new gear" as progression more than anything. The point is you can't copy one aspect of a game you like without considering the other aspects it affects and how the other MMO's system works as a whole.
Last edited by Gortys; 07-13-2024 at 10:29 PM.
it is "grindy" but not that much..I agree about game design, but if horizontal level and or gearing systems were more "fun" then I'd still be mainly playing GW2, ESO, or WoW.
The thing about GW2 is that it's gear is still usable and you don't necessarily have to grind for better gear as you horizontally progress. LOTRO had similar gear where you may not need to replace your max level raiding gear for a couple of expansions - if you just replaced some "materia" (can't remember what it's called there) then you were on par with people with the latest gear.
What I read the OP as saying is that instead of new levels they would want new gear to grind for every expansion. Depending on what you enjoy doing in GW2, you can skip a year or two (or longer) and likely not have to replace your gear at all. But most MMO players see "new gear" as progression more than anything. The point is you can't copy one aspect of a game you like without considering the other aspects it affects and how the other MMO's system works as a whole.
Just implementing gearing system on fates that we already are doing..
for me I don't have a house and I am not interesting in houses what do i get from fates currency? a door? what should I do with it? i don't have house and I dont care about housing..
farming +100 fate for items are not usable by players like me..
the idea: "We already grinding Dawntrial just we don't like how items we get are not usable by most of us who don't own house and don't craft"
I mean, you could look at what you get from fate grinding and then decide how it can be used either currently or in the future. The fact that you need gear to be all you get from content just proves my point that some only see new gear as viable rewards and no amount of horizontal progression will change that. Again, in GW2 I haven't changed my gear in quite a few years and every time I jump back in it is still viable. Because of that I can jump into new content rather than having to grind for gear. The content in GW2 gives the horizontal progression which increases stats.
Nobody is forcing anyone to grind fates. People hate this answer, but if you don't like certain content then you don't have to do it. I haven't finished grinding Fates in ShB and I likely won't. I don't do content just because a developer creates it. Gamers love to talk about accountability when raiding, but you are just as accountable for how you decide to consume the content or if you decide to not consume it at all.
Last edited by Gortys; 07-13-2024 at 10:39 PM.
They should just do it like FF11 and make an Ilvl cap increase, and actually make a better progression system, i don't wanna be stuck melding crit for the next 6 years, they've done the same formula for so long and it's just tiresome when games like FF11/WoW have skills and effects tied to their gear, but then they'll say "ah we can't do that because of the code" and people are like "ok mr Yoshida, ill take another serving of crit materia at level 110" it's an overused excuse that's made with tons of things that have been proven to be a lie.
It isn't a systems restriction. Relic weapons originally had special effects associated with them but the feature was removed later. We have literally had this in FFXIV before.They should just do it like FF11 and make an Ilvl cap increase, and actually make a better progression system, i don't wanna be stuck melding crit for the next 6 years, they've done the same formula for so long and it's just tiresome when games like FF11/WoW have skills and effects tied to their gear, but then they'll say "ah we can't do that because of the code" and people are like "ok mr Yoshida, ill take another serving of crit materia at level 110" it's an overused excuse that's made with tons of things that have been proven to be a lie.
The issue really is that we have no content where it's relevant.
XIV is first and foremost a visual novel, and after that it's built precariously for raiding. Every other thing you can do is molded so that the raid kit they designed can function in it. And raids are just "do damage" and "stand here". We can add elemental effects like blue mage or vampirism on gear, but it's not relevant to any content unless they create one where it's part of progression.
This is why deep dungeons, blue mage, and exploratory zones are the only parts of the game I enjoy anymore. It's the only place where there's a degree of fluidity and experimentation. Even then, the latest updates on all three of those have been leaning more and more rigid and raid-like.
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