Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 22

Thread: Is 2.0 doomed?

  1. #1
    Player
    Azurymber's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90

    Is 2.0 doomed?

    I apologize if the title of this thread is a bit misleading. From what I have seen so far, 2.0 looks amazing. But at the same time, the dev team seems to be making the same mistakes that have been made for the past 10 years. The following is a neuroscience based approach to leading this game to success (I'll avoid using complicated terms). The arguments here are based on behavioural sciences (neuroscience, psych, economics, etc)

    Step 1: A Community Approach
    FFXI did an amazing job in creating a community. But FFXIV seems to be dropping the ball. Community is a HUGE neurological incentive for people to continue to play and pay. If you have friends in a game, you are a lot less likely to stop playing or to quit the game, solely based on your social connections.

    So how can SE use this to their advantage?

    They can PROMOTE FRIENDSHIPS!

    How?

    First:Create A Mentor Program
    Have a way for experienced players to tutor, help, and become friends with new players.

    Second: Implement Level Sync
    This should be a priority. Level sync will allow players to join up with each other regardless of level. This allows friendships to be created, and fun to be had.

    Third: Have an achievement system with two tiers.
    Tier 1 is for new players. As they level up, the achievement system should promote exploring the world and fighting different things (while being a certain level). The reward should be the best gear in one slot in the entire game at different levels. This will also act as an incentive to not abuse the level sync feature.

    Tier 2 is for experienced players. This would promote teaming up with new players to get enhanced versions of the same achievement. Rather than reward equipment, this should award a certain type of "helper currency" which when accumulated will allow the player to purchase some of the best gear endgame in a certain slot.

    Lets use an example:

    Achievement: Gone Banana's Tier 1: Kill 100 Gridanian opo-opo's while you are between lvl 5 - 15.
    Reward: 100 blue achievement points

    Achievement 2: Gone Banana's Tier 2: Unlockable with 1 job at level 50 - kill 1000 Gridanian opo-opo's while you are between lvl 5 - 15.
    Reward: 3000 blue achievement points

    Items attainable with blue achievement points (you get the item when you hit the level of points):
    Best level 10 helmet: 200 points
    Best level 20 helmet: 1500 points
    Best level 30 helmet: 5000 points
    Best helm for para resist which is best helm for 2 end game bosses: 200,000 points

    So what does this system actually do?
    This system allows new players to work towards a goal, by experiencing more of what the game has to offer. It also creates an incentive for experienced players to become a mentor and help newer players. Level sync makes this possible even for those with all jobs leveled.
    As a result: new players feel less alone in the game, especially if they don`t join at launch. It allows new and old people to form long-term relationships what will be an incentive to continue playing. It creates an incentive to keep playing because you know that in a few achievements more and you will get that really hardcore looking helmet. And it promotes experiencing the game and exploring as opposed to the current "grind as fast as you can to 50" mentality.

    Step 2: Separate solo from group

    All individuals should be able to play and enjoy the game without ever doing end-game or group content.

    Why? Because it will prevent people who suddenly get busy with school or work from quitting, and increase the amount of people who play and pay.

    FFXIV already has a system that will allow this to easily occur. Classes can be turned into solo-specific. Meaning that in most solo situations (leves, future ffxi-esque campaigns, behests, solo nms, etc) using a class should give a huge advantage.

    There should be relic weapons specifically for classes, designed for solo only. And these relic weapons should be attainable solo (mind you with hours and hours of grinding)

    Also, most achievements that get you good end-game-group-gear (ex. a resist paralyze helmet that is the best for 2 major end game boss fights) should be easiest done while solo

    That isn't to say group should be ignored. I'm just saying, a lot of people leave FFXI and FFXIV because they feel they don't have time for it or because they don't want to grind endgame. There should be plenty of content for these people to do while they are in their busy phase, to prevent them from leaving the game and maybe going to a more casual and solo-friendly game.

    Step 3: Eliminate Luck from -most- End-Game content

    Rather than repetitive grinding end-game, events should have a longer cool-down period and give currency instead of items.

    A longer cool down will help linkshells avoid spamming content, which at the moment creates a serious issue. If everyone spams content and gets all the gear within a month, they have little reason to do it again. They get bored and demand more content. However, if people are limited to doing something once or twice a week, it will take a lot longer for them to get the gear (meaning the content will last longer) and it will get linkshells to do more things, meaning the game will seem less boring.

    However there should be one stipulation: Timer doesn't get reset until you WIN. meaning if you lose a dungeon you can go right back into it.

    Having currency drop instead of random items would be a massive benefit to any mmo. From a neurological perspective, there is usually heightened emotion right before a desire is to be fulfilled (opening a chest with random items) and then if that desire is unfulfilled there is serious disappointment. This can be demonstrated with a lot of book-to-movies where people get all hyped up that their favourite book is now a movie, realize how much the movie sucks, and spend an hour to write a horrible review on imdb about how the movie didn't meet their expectations.

    By having a currency system in place of random items you do the following:
    -Prevent people giving up or quitting due to continued disappointment
    -Reduce linkshell drama and individual strife, as everyone gets the same amount of currency, and there are no fights over who gets what gear
    -Create a neurological incentive to keep playing. When you can feel you are advancing to a goal, your brain is less likely to stop you from reaching that goal. You also look forward to reaching that goal, and will enjoy doing the dungeon that gets you the second last 10 currency you need.
    -Balance out the player base. There is no reason why one person should be super elite, while others in their LS play just as much and just as well but aren't. This systems lets everyone know "if you play and do this you will have a chance to get the elite gear," which can be a huge factor in player retention and willingness to do certain things.

    If 2.0 continues the XIV tradition of "do this dungeon 500 times as speed runs to get gear" or "kill moogles 200 times and never get the drop you want" I can't see the game going far. If casuals are ignored, and new players feel left out, the game will probably lose new members fast.

    Friendships and Incentives are what will keep individuals playing and paying for this game. And while I respect SE for redesigning an entire game, sometimes it is the simple things that make all the differences. This game has proven that lots of quests and all the prettiest graphics in the world are not what most players are interested in.

    I really hope SE doesn't make the same mistake again.
    (7)
    Last edited by Azurymber; 07-29-2012 at 07:05 AM.
    Mew!

  2. #2
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    aside the total assuming topic :

    1)this should promote friendship, or achievment point farm ? Also, achievment point are, and should remain pointless. If you farm it, they need a purpose, and better they don't

    2)the system we have now it's already like that. Classes more feasible for solo, jobs for party. Sure some jobs can solo well, as classes still have some usefulles in party (but very low), but the actual system already work that way.
    for classes, they have already class-specific weapons and armor, and they'll get AF too in the future, so you're point it's null.
    For smaller events, i'm not pro or cons.

    3)this is beated to dead since forever. In some events we got better loot systems, and they said 2.0 will have need/greed system like any standard mmorpg. Also remember events we have now it's just to keep up busy, and they work REALLY bad with long cooldown. Leave it for crystal tower please
    (2)

  3. #3
    Player
    Ricky's Avatar
    Join Date
    Mar 2011
    Posts
    778
    Character
    Azran Hayat
    World
    Excalibur
    Main Class
    Marauder Lv 80
    some 4 man content would be fantastic too, I mean I do and enjoy 8 man content, but I have close friends who can't do it with me and when we see Skirmish saying "For 4-8 players 45+" and we try it with 4 level 50 players, it's misleading and annoying, and very discouraging for them to keep playing
    (3)

  4. #4
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    A long cooldown is not good either. It makes schedules rigid and prevents PUGging.
    Think Dynamis in FFXI and how many LS leaders went emo when their members ran an event with another LS.
    (4)

  5. #5
    Quote Originally Posted by tymora View Post
    A long cooldown is not good either. It makes schedules rigid and prevents PUGging.
    Think Dynamis in FFXI and how many LS leaders went emo when their members ran an event with another LS.
    See this is double-edged because you not only ended up actually communicating and working with your entire server, the "emoness" was non-existent in major linkshells. When you were in an EG shell you were only in one generally, the "emoness" was more people trying to double dip in shells (outside of dynamis).

    Cooldowns are good, even WoW has em.
    (4)

  6. #6
    Player
    Talus's Avatar
    Join Date
    Jul 2012
    Posts
    11
    Character
    Talus Valentine
    World
    Sargatanas
    Main Class
    Armorer Lv 50
    The only problem with that achievement example given, is that if you level all DoW/M passed the lvled range you no longer will be able to unlock it. Other than that most of those ideas are pretty good. Im anxious to see the core changes of loot in 2.0. Fortunately I got my skirmish axe already! I'm stocked!
    (1)

  7. #7
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Putting everything under instance access and unendingly repeatable ends up with the situation we have today with the majority of people rushing through the content and then the people who lag behind being utterly stuck due to lack of people doing content.

    Hell they don't even give much incentive for someone to do a fight/mission after it's complete add a 1-2k seal bonus for re-running content once every day or so and you got alot of people more willing to help others because they are actually getting something worthwhile.

    Skirmish is content doomed to fail due to the developers allready stating that it is ONLY for the weapons, so what happens when everyone has them? The content is abondoned due to there being no real lasting reward or satisfaction or even goal to reach.

    SE is great at churning out content but for some reason they don't seem interested in giving people any sort of incentive to help others outside of gear. Once the gear is farmed and gone so are the players it seems.
    (2)

  8. #8
    Player
    Azurymber's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by tymora View Post
    A long cooldown is not good either. It makes schedules rigid and prevents PUGging.
    Think Dynamis in FFXI and how many LS leaders went emo when their members ran an event with another LS.
    Makes sense. So they could have like 1 day or 2 day cooldown, just so no one spends a night grinding the same dungeon 15 times.

    And 4-man content makes perfect sense and would be an incredibly beneficial addition to the game.
    (0)
    Mew!

  9. #9
    Player
    Azurymber's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Talus View Post
    The only problem with that achievement example given, is that if you level all DoW/M passed the lvled range you no longer will be able to unlock it. Other than that most of those ideas are pretty good. Im anxious to see the core changes of loot in 2.0. Fortunately I got my skirmish axe already! I'm stocked!
    This can be solved easily by allowing people to leve sync to any level solo. This would also let solo players challenge themselves and re-experience parts of the game as they are intended if they ever want to.
    (0)
    Mew!

  10. #10
    Player
    Fleur's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Primula Solheim
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 96
    Great post, OP! I am really looking forward to 2.0, but I have similar concerns.

    Sure, I love getting in a full group and doing stuff 1-2 nights a week. But honestly, really difficult battles (I'll admit it, I am not a highly skilled player; I know I'm not the only one out there!) are not the highlight of my gaming experience but rather something I find fun in limited amounts.

    And thanks to my classes a lot of my playtime is off-peak hours, when I am subject to interruptions, so I want something to do by myself besides level yet another battle class or grind crafting/gathering. If you can't so much as tie your shoes in 2.0 without a well-coordinated group of 8, no amount of Miqo'te cuteness will be able to keep me playing!

    Quote Originally Posted by Azurymber View Post

    Step 2: Separate solo from group

    All individuals should be able to play and enjoy the game without ever doing end-game or group content.

    Why? Because it will prevent people who suddenly get busy with school or work from quitting, and increase the amount of people who play and pay.
    I especially liked this part.
    (1)

Page 1 of 3 1 2 3 LastLast

Tags for this Thread