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  1. #1
    Player
    Kaurhz's Avatar
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    Asuka Kirai
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    Sagittarius
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    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    • Field Operations contain Skirmishes/NMs, that take about as long as FATEs.
    • Field Operations contain CEs, that take about as long as a dungeon boss.
    • 8-man encounters take about 10 minutes per pull. You can choose to do more pulls, but it's designed this way so you can stop every 10 minutes if you need to go, thus fitting the "pick-and-mix" concept.
    • HoH is split into sets of 10 floors, each of which take roughly 10-20 minutes. Can take longer at higher floors if solo, but yeah.
    • Relics are... grinding dungeons, FATEs, Skirmishes, things that last less than 20mins on average. You can stop any time. Thus pick-and-mix.
    • Island Sanctuary was reduced to a 5-10 minute weekly or daily upkeep. And it didn't take much work to rank up initially either.
    I'm not disputing that they have grinds like relics and Island Sanctuary ranks. In fact, that is what I have been saying the whole time. We have mount grinds to motivate us to repeat content. But the content itself can be done in increments of 5-20 minutes.

    It is just a lot of people take the "5-20 minutes" thing and use it to say the developers are lazy, when it's intentional to allow people to manage their time with a pick-and-mix and take breaks.
    See whilst this may be true, with all of these there is a grander goal at play, e.g., in doing Skirms/NMs, you build up Lost Actions, items for relics, and there is a level of actual character progression involved, since this usually involves weapon, gear or collecting Mettle to eventually make yourself stronger, it's the same with doing deep dungeons, you build up Aetherpool, you can get a weapon which may be stronger, and you climb floors, with the goal of eventually reaching the highest, and due to the randomization involved with floor generation, and how certain classes interact with the content, it means there is still more of a reason to go for higher floors.

    This is what Square Enix failed to understand with V&C dungeons, it's what they partially fail to understand with any content they release. Players like and want character progression. Grinding more a minion, a mount or an orchestrion role just doesn't have the same level of incentive as character progression. A mount, minion orchestrion role is like a nice little side checklist, and another issue you have with many of these is you have your things you can grind 10-25 FATEs on, e.g., for a minion for that zone with the gemstones, but then the next stage up from this is 50,000 gemstones, which is the equivalent to around 3200 FATEs, give or take on napkin math. There's no goal between that, which is what makes the distinction between doing something like Skirmishes/NMs and FATEs (even if you can argue they are technically the same thing), they just don't have the same goal posts with them. People still want that progression to actually matter in some shape or form.

    I am fine with content involving miniature 10-20 minute activities, but there still has to be a goal at play to mean that you repeat that content, otherwise it's just a hollow and soul-less experience, which is what most of the content is. Again, going back to your example a lot of them are... You do it once, then it is done, like literally done, either for the patch (e.g., story quest), or for the day (e.g., roulette/beast tribe), or for the week (e.g., Custom Delivs)

    My actual play-time outside of joining friends, and helping friends is perhaps a couple hours on the weekdays, and maybe a bit more on weekends, outside of that I am doing other things, whether this is personal IRL goals, studying, other games, or learning new skills, and even on that I am really struggling to find a valid excuse which isn't just dopamine play with seeing my gemstone voucher count increment every 6-7 FATEs, until I have done a good 3000-odd for a mount that will probably never get used outside of a checklist.
    (2)

  2. #2
    Player
    Jeeqbit's Avatar
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    Oscarlet Oirellain
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    Jenova
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    Warrior Lv 100
    Quote Originally Posted by Kaurhz View Post
    See whilst this may be true, with all of these there is a grander goal at play, e.g., in doing Skirms/NMs, you build up Lost Actions, items for relics, and there is a level of actual character progression involved
    Extremes, FATE farming and beast tribes have a mount and other rewards as a grander goal to farm/progress for. Dungeons' grander goal is leveling, tomestone capping, minions, orchestrions, TT cards, relics and glamour. All of them have a grander goal, which is ignored or dismissed by many posters.
    it's what they partially fail to understand with any content they release. Players like and want character progression. Grinding more a minion, a mount or an orchestrion role just doesn't have the same level of incentive as character progression. A mount, minion orchestrion role is like a nice little side checklist
    For me personally, I can just view mounts as character progression.

    Yoshi-P has actually said he understands that people want power progression. I have my doubts if that will happen in a much more significant way than relics ever. Part of that is going to be so people can return to the game after a long break, buy crafted gear and hop into Savage immediately.
    (1)

  3. #3
    Player
    Kaurhz's Avatar
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    Asuka Kirai
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    Sagittarius
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    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Extremes, FATE farming and beast tribes have a mount and other rewards as a grander goal to farm/progress for. Dungeons' grander goal is leveling, tomestone capping, minions, orchestrions, TT cards, relics and glamour. All of them have a grander goal, which is ignored or dismissed by many posters.
    For me personally, I can just view mounts as character progression.

    Yoshi-P has actually said he understands that people want power progression. I have my doubts if that will happen in a much more significant way than relics ever. Part of that is going to be so people can return to the game after a long break, buy crafted gear and hop into Savage immediately.
    They have a grander goal, but there isn't really that go-between step, so it's straight from 1 spectrum, to the absolute extreme of another, bearing in mind they view an achievement such as the 5000 FATEs as a lifetime achievement award. It had the same issue as something like the Pteranodon mount, where there's the entry goal, and then just straight to the final product, and the lack of milestones behind them is just as common a complaint point as what the lack of content is. You need to encourage that progression by creating appropriate milestones, e.g., Do 200 FATEs in a Dawntrail region. Achievement 10 points, with a tangible reward. It's no different from those games that are like "Collect all collectables", no "Collect 30%, collect 70%". Sorry I didn't clarify but those milestones are also just as important as the grander goal as well to actually incentivize people trying them in the first place. The amount of people that want to go straight from "Farm 45 FATEs, straight to the "Farm 3000" FATEs is very far and few between.

    Many of the stated examples also really lack some form of actual character progression bar a pretty little checklist... Levelling is a once and done thing at the start of an expansion, or something satisfied directly through Beast Tribes and Roulettes, minions have no real impact on gameplay, perhaps if Verminion wasn't such a colossal disappointment then minions would be better, tomestone capping you do once per week, once again through roulettes or your bog standard hunts. TT Cards are just as irrelevant as anything else, it's a pretty little checklist then plunged into irrelevancy, it hasn't really had a staple feature update since the Open Tournament?, and beyond a certain point, there is no distinction between one TT card to the next. TT is one of those things that actually has high potential, but largely abandoned. Relics are solid, I agree with, it's tied directly to character progression.

    It's not that it is ignored or dismissed, it just doesn't fill that hole that a game should. You might see mounts as character progression, but many people don't.. In the same way that I used to see Achievement hunting as a form of character progression (many people also don't), but beyond a point of 21,500 points it just dawned on me that it isn't really character progression.. Whether I have 11,000, 17,000, 21,000, 22,000, or 27,000, there is no real distinction. This is also why I have a difference of opinion from what I did in Endwalker. Just in the same way when it comes to Gil

    This is what needs to be understood, the standard that people are setting isn't obscene, heck, it isn't even high. You could release relics sooner, have more substance with them, and just do more routine adjustments to the required progression (e.g., nerfing steps as the expansion progresses to accommodate), and literally most people would be happy with that. He may understand people want power progression, but he's going with the absolute most regressive approaches of it, all in the guise that everyone should be able to do everything. It's OK if people can't, that's what made HW/SB/ShB so great, because you would have spillage content between expansions so nobody really ever noticed that we had this gigantic lul between .0 and .35.

    Interesting discussion at least since I am being able to reflect on some of my points, thank you.
    (5)
    Last edited by Kaurhz; 01-22-2025 at 11:17 PM.