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  1. #11
    Player
    KernCadfan's Avatar
    Join Date
    Oct 2024
    Posts
    36
    Character
    Kernook Cadfan
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Krojack View Post
    When they cut back on dungeons YoshiP literally said they were AND why they were. I'm sure you can find him answering your question when he gave it before ShB release.
    To be fair, storm blood released in 2017, it's now 2024, it's been a very long time. I'm not sure what Yoshi P. said exactly in regards to this, either. He's said a lot of things over the years to the point that exactly when he said something and what verbiage he used is often a tad muddy these days as blog posts and conjecture changes over time.

    I honestly don't recall the exact reason he gave.
    (1)

  2. #12
    Player
    OMGJesuis66's Avatar
    Join Date
    Jan 2022
    Posts
    154
    Character
    Laguz Djt-marouc
    World
    Mateus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Leveling was more fun? Didn't people just spam fates because dungeon exp was so poor?
    Also, there was the same amount of raids and ex fights. There was no other content but dungeons. So no, arr didn't have more content.

    We have far more content now than we ever got back then.
    At least people were in the world doing something.
    (8)

  3. #13
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,494
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Back in ARR, they had more devs and they worked insane hours to crank out the content. When I say insane, I mean it, we are talking sleep under your desk stuff.

    Now, they have gone to a more realistic work week but they have lost devs to all of the other new games that Yoshi has to make and they can’t get enough new devs fast enough.

    I’m starting to think that they need to flip their thinking on modders and embrace them to add more content. Such as having a dungeon competition, if it gets used, you get a years sub and name in the credit. Same with trials, raids, holiday events, etc.

    It’s time to embrace the community to help save the game.
    (4)

  4. #14
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Switch the dev team to English, hire internationally,/ if/ dev pool is actually the problem.

    On ARR, I don't remember it being uniquely problematic to current in the sense of content. Release and expansion MMO content is always different and trash bags runs in darklight gear and fate leveling in northern thanalan I think is people thinking a little rose color glasses.

    I think primarily people had hopes and dreams in their eyes, and over time the game has had a petrify cast on it in terms of dev style. Unique things lightly break through the crust, but the formula is pretty much 'done' and occasionally stuff crumbles and falls off. For example your class identity crumbles overtime. Something new pokes through like variants or islands but they are little tufts with partial support, you don't see them tower off into their own. Like islands used primarily menu diving and right click interactions for the whole content, no new system just a pretty menu (I maxed my island, I like the island itself, the gameplay was insanely basic though). Your exploratory zones are unique but they are sequestered into their own fixed space, it's like a far more narrow borrowed power system in WoW. I'm not sure I love the idea itself, but I'd be unlikely to pick a narrow beam if I had to choose lol.

    My overarching critique would be they put the game in a wind tunnel and started sand blasting, for years. We got a needle now lol. They seem to throw roleplay out the window and so the game is becoming less of an experience and more of an Uber to specific windblown destinations.
    (5)

  5. #15
    Player
    MeanDragon's Avatar
    Join Date
    Sep 2019
    Location
    Gridania
    Posts
    134
    Character
    Gariath Rhega
    World
    Midgardsormr
    Main Class
    Dragoon Lv 100
    ARR also had 50 levels to deal with. Not to mention way more than two jobs. The expansions are only 10 levels with 2 new jobs. Do you just want a dungeon or trial at every level? You want ARR size every expansion? If you think the wait is long between expansions now, add more years to that.
    (0)

  6. #16
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Leveling was more fun? Didn't people just spam fates because dungeon exp was so poor?
    Also, there was the same amount of raids and ex fights. There was no other content but dungeons. So no, arr didn't have more content.

    We have far more content now than we ever got back then.
    Depending on the dungeon, dungeon EXP was actually really good and always has been.

    People preferred to do FATEs though, because it's easier to brain off/get carried by a party doing all the work for you.

    Many things in MMOs change over the years, but the amount of people wanting to get everything for free/no/low effort has not lmao.

    Best example being Aurum Vale. A run of Aurum Vale if you let the Morbol eggs hatch could have you level from 47 to 50 in like 3~4 runs. If you were with friends or got good groups, your runs be right around 20 minutes.

    Fates are so mind numbingly boring most of the time, I've always struggled to accept that people prefer them over dungeons for leveling lol
    (0)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  7. #17
    Player
    Ritsugamesh's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    68
    Character
    Ritsu Susanowa
    World
    Phoenix
    Main Class
    Scholar Lv 91
    Quote Originally Posted by Vedauwoo View Post
    Um.... "ARR" was essentially the base game....all the others are add-on content.... makes perfect sense.
    Add-on content that you pay a full price game for along with a monthly sub? This isn't a singleplayer RPG with some 10 hour expansions. You have the complete wrong mindset.
    (2)

  8. #18
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,603
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    It does make sense really. Base game would generally have the highest amount of dungeons and tribes. Between it being an effective 50 levels + post-story dungeons. You also need to consider the fact they are utilizing a wider range of content along the expansion cycle, e.g., Exploratory content, deep dungeons, two-tier difficulty for raids (Which was only present in SCoB), Ultimates, Criterion/Variant dungeon.

    Even though I generally don't touch some of this content, to think that making a comparison... "We had 30 dungeons, now we have 13", is flawed at best. Unless you would rather go back to that design philosophy where a bulk of our content was just dungeon saturation.

    I preferred levelling in ARR, simply because you had a lot more utilization in the open-world, so it actually felt like an MMO. The dungeons themselves though, not all of them were fun really. Quite a lot of them were just chore-driven Events I can't really speak on as I only do them as and when I feel like it anyway.
    (3)
    Last edited by Kaurhz; 11-15-2024 at 11:51 PM.

  9. #19
    Player
    Miguel85NYC's Avatar
    Join Date
    Nov 2012
    Posts
    176
    Character
    Lord Raziel
    World
    Balmung
    Main Class
    Gladiator Lv 88
    Quote Originally Posted by Kaurhz View Post
    It does make sense really. Base game would generally have the highest amount of dungeons and tribes. Between it being an effective 50 levels + post-story dungeons. You also need to consider the fact they are utilizing a wider range of content along the expansion cycle, e.g., Exploratory content, deep dungeons, two-tier difficulty for raids (Which was only present in SCoB), Ultimates, Criterion/Variant dungeon.

    Even though I generally don't touch some of this content, to think that making a comparison... "We had 30 dungeons, now we have 13", is flawed at best. Unless you would rather go back to that design philosophy where a bulk of our content was just dungeon saturation.

    I preferred levelling in ARR, simply because you had a lot more utilization in the open-world, so it actually felt like an MMO. The dungeons themselves though, not all of them were fun really. Quite a lot of them were just chore-driven Events I can't really speak on as I only do them as and when I feel like it anyway.
    I completely agree, ARR felt like a MMO, now the game feels like a single player game
    (0)

  10. #20
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    551
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Hyperia View Post
    I’m starting to think that they need to flip their thinking on modders and embrace them to add more content. Such as having a dungeon competition, if it gets used, you get a years sub and name in the credit. Same with trials, raids, holiday events, etc.

    It’s time to embrace the community to help save the game.
    This would be really cool.
    (1)

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