
Originally Posted by
Tunda
the problem with this approach now we have fights specially the old once scripted.. which will limit the replayability of the game..
I know replayability for old content will not give engagement.. but what about new content?
Now we are all in chackles because of this Trust system.. we can't randomize or create any new mechanic without double work..
I would like to give you an example..
Programmer always have saved scripts for each mechanic..
when they use specific mechanic just link it with this script or copy and paste basically..
Now if we want to create new mechanic.. we need to program AI new function to act when this mechanic happened.
instead of that we could have 2 new mechanic instead of 1
this is why its double work for no actual benefit
Cause this is a Themeparkish mmo, that feeds into two groups. and feeds into different types of interests that other games don't feed into, just like this game won't feed into them.
While there needs be differences in creation and innovation.(There will be copy and paste)
Not even those who know well in the type of coding that goes into XIV, know exactly what the devs have planned. Or the limits the structure can take.
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For us, it's simple to point out that less loads, is better?
Right? Less moving parts, easy work?
Resources Moved Elsewhere?
To things "I WANT"?
But that's working under the idea that it's an unnecessary piece in the games overarching sphere of content.
The benefits clearly don't benefit you. Or Me. But they benefit enough that they even went back and made duty support for the older content. (While they clearly are trying to expand it. and provide other interests for players who want NPC related content. Like outfit change. Not everyone is gonna work/level it.)
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Replayability?
What Replayability?
Could we say the same for Dngs during Sb? are they Replayable, do they offer dynamicness that keeps people interested in playing them over and over again. (or if it was Shb/EW/DT Dungeons without Trusts or Duty Support)
Do we really, honestly believe that they'll be ran for enjoyment of the mechanics over and over again. (And not merely for Glamour, or Nostalgia of a Expansion/story beat.)
That's kinda like asking for some game mode that offers variability, only includes Player Characters, With Varying mechanics that aren't scripted to start off and teach you. and may execute all at once. Randomly?
Wait, We Heard of a similar concept before.
But I think it's iteration for XIV was mostly unlike due to the lack of (meaningful/desired) rewards in its highest difficulty.
While it's base form was entertaining yet forgotten once the 12 paths had been completed. (Unless farming for the MarketBoard)
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In the end, it's like putting up a potential outcome that if trusts didn't exist in their current form.
That suddenly, SE will give us a new magical thing that will improve in all the ways the commenter wants.
That suddenly, POOF, instead of one mechanic, they'll make 2.
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the tldr would be that, SE clearly made Duty Support and Trusts with a goal in mind. while continuing to prod and test what players may want from it. (Cause as much as I'd like a Bond level with NPCs. I personally ain't gonna run a Dungeon that gives less potential gear, just to level them. More so, when I'm on the Bicolor Farm, and not everyone runs it after learning the mechanics without concern of harming others Autopilot Dng Run. Respectfully)
and there's nothing wrong with wanting options or alternatives.
But saying it should be gone, or changed to a unrecognizable degree, regardless of what it's made for. is alil bit much.
As someone who liked OG Coincounter as a teacher for sprouts. so they can look at the bosses physical tells, and read the casts bars.
Before it became standardized. They could of had scripted Mechanics for NPC allies. and the more random or complexity in Player Party DNG.
(but they did not. Do i dislike the change. Only cause it was less options. but at times the more options is more load as well. stating against one option to exists is also limiting the game. thus less reasons for some to play. But asides that, seeing the complexity improve in DT. i have no qualms with it. asides having to level the NPCs. in dungeons i get less loot.)
Many have asked for increased difficulty options. like that other mmo has.
Yet CSIII has to adjust their changes and implementations for the game.
Pushing for change in that way isn't gonna get much, asides people who plainly dislike the content, just cause it wasn't made for their interests.
While I don't have hope for SE/CSIII to add something so dynamic and complex. (more so with how DT dungeons seem to be heading. and lost care for it, unless it comes in new side content)
I don't see how the Trusts are truly putting msq level Content in shackles. More so when players enmass are stating that it's a good direction it is going in.