I was thinking about a good way to add an endgame content here and this idea came in mind. The Echo Warrior system.
Right now the Echo is just a feature that allow the character to talk to beast tribes and see flashbacks of what certain people did. There was even threads here discussing about future utility of echo, like allowing us to have gameplay in echoed areas (instances) to try and help people for talking, helping or even fighting in these areas...basically using the echo to access objetive-oriented areas for quests and stuff.
This idea is using similar concept.But imagine that the character, instead of entering the memories of regular NPCs having the chance of, by being near large amount of crystals, using the power of echo to ressonate his way inside the mind of primals! It wouldn't be a flashback since you're not using the echo to accessits memories...the echo this way would be to access a distorted version of area created by the primal subconscious in order to forcefuly convince him about the will of the Path of Twelve.
If we can say Diabolos created Dynamis while concious and it was still that mess...how would be an area created by a primal subconcious mind? How would it project itself and the others in a world of self that respect any rational line?
So, about the endgame:
Enter restrictions: A deity's heart (a jewel, like Bygerot heart being a jewel overflowing with lightning energy and being use to access a lightning primal (probably Ramuh) mind) would be needed to enter the area. Once the heart is obtained, you would receive an interaction option at certain places that would give acess to the area. Every deity heart (12 total) should have a different way of obtaining...from killing NMs to crafting, each would have its own way, some easy, some hard. Also, a cooldown would be needed due the stress of using echo for such long periods. I'd say 24~72 hrs would be a nice cooldown
The areas: Each area would follow the same line of objective than the used to obtain the heart. If you had to obtain it by defeating a NM, expect an extremely aggressive area...if it was crafted, expect a destroyed world where crafters would be as needed as fighters. Since there's 2 deities of each element, we could have one planned for full party, involving fight, being much harder than the other version, but having high risk and high return, while the other would be directed to light parties, covering crafting, gathering and minor fight content, but also with minor gain.
The duration would be around 30 min for ligght party content and 1~2hrs for full party i'd say. Endgames longer than this would end bringing complaints from casual players and shorte than 30 min bringing complaints from hardcore players.
The objectives: These areas should have multiples objectives, each generating a different gain. If a party go and beat the boss, they would complete one of that area's objective. If they go and, lets say, free and escort prisioners to the exit, they would complete a different objective. The idea is to allow the party to complete only one objective per run, having this way their focus at goal-oriented content. i'd say 5~10 objectives per area would be more than enough. A player would only have an area cleared when he comppleted every single objective from there.
The rewards: Its not up to me to decide =P Would be noce some themed equipment or alternate versions of artifact armors (yeah, i know...but it can't be helped...i always loved dynamis). We are going to have a materia system, right? Maybe the reward could be exclusive materias instead, that unlock class exclusive weaponskills or spells...or at least material for crafting them.
Comments? ^^