Also i think the sidequest rewards should include some sp and experience as well, to incentivate ALL players to do them.
And i hope the future sidequests will include riddles and puzzles to solve too. That would be nice.



Also i think the sidequest rewards should include some sp and experience as well, to incentivate ALL players to do them.
And i hope the future sidequests will include riddles and puzzles to solve too. That would be nice.
I was very excited for this last patch and the addition of side quests, only to read the patch notes and be disappointed. ><
I then read some posts at BG forums about the patch only to find a post about someone doing a side quest, out grinding mobs for 30 min or so, with ZERO sp/exp/loot...... Really? What a shame to be let down yet again. So I guess I will continue to wait and hope that the next patch will be the miracle patch to get me to log back in (been a few months since I have even touched this game, and not sure how much longer I can continue to "wait and see")
Please SE, I have faith in you, but with additions like this, I'm starting to lose that faith.


I totally agree with the OP. Not gaining EXP/SP from quests is ridiculous. You're doing the exact same thing you do in Guildleves/Behests/Story Quests, killing monsters. Yet suddenly you learn nothing from killing these monsters but you do from killing other monsters? Huh?
I would like to see that fixed in future updates. If not, then make the rewards something that you actually don't feel like you're wasting your time doing the quest for. I know a lot of FFXI players say "the story and lore is the reward", but in this game's sidequests it's lacking. And even if it did have good storyline and cutscenes, I would still argue that the game shouldn't punish you for wanting to learn more about the world and the people living in it by taking away experience that you'd earn any other time in the game.
If doing quests gave you something you couldn't earn any other way like rare items unobtainable otherwise, or eventual class upgrades/abilities as a result of completing a quest line, then maybe it wouldn't sting so badly that you get purposely gimped.



I feel that the story and the lore ARE a reward. The problem is that there's absolutely no reason for them to be the ONLY reward (alongside a pittance of an item that I can buy in 3 minutes at the Market Wards).
It still baffles me that they didn't just let the mobs grant their normal SP/XP/loot and flag them quest only so that they didn't have to worry about them getting farmed.
Of course, I'm actually somewhat surprised they added new mobs at all. I figured they'd just use existing monsters as kill targets. Maybe bump up the population a bit, but that's it.
Can't grind off doblyns. Party grinding is brutal with no chains and heavy fatigue. Limited amounts of leve's.
Quests NEED to be a viable option to solo.



hmm Not really to solo, just adding some flavor or easy way to get into a party or something, i want a game where i play with ppl in progression as well, but the way it is now is really bad and de-motivated me a lot in just finding a group![]()


Lore and story are nice, but the sidequests as they are are dressed up WoW quests. That's fine I guess, but if so, they should give rewards like WoW quests since they seem to take the same amount of effort to complete, and the same amount of effort to implement for that matter.
I would rather a bit less focus on the dialogue on these minor quests if it meant more sidequests overall, as well as more resources devoted to both the main story and more elaborate, big ffxi style cutscene quests. These would ideally be less about just running from point a to point b, and more about defeating several different types of enemies (or boss-types!) in succession. And I hope those big ffxi-style cutscene quests would have sizable unique rewards associated with them, which often wasn't the case in ffxi.

More like dressed DOWN WoW quest. These are nothing more than less rewarding leve's. just as simple, "Go kill 10 x".
The reason they are not providing Exp/sp is because they already have to deal with the problem of having too many people at end-game without any substantial content.
This is the BIG dilemma for SE at this point. They can't have even more people racing to 50 just to find out there is nothing out there to do. So how can they implement new content without adding rewards that aid progression, BUT ARE rewarding experiences? ..I don't know. It's the one puzzle that makes me skeptical about the future of the game.
Either way these side quest were not the answer.



They could have added a difficulty selection when you were accepting the side quest to shift it from solo to group. And while in group mode, the enemies offer some kind of reward as well as the quest completion.
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