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Older content is easier with SoA gearFollow

#27 Oct 02 2013 at 7:14 PM Rating: Default
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The older content is definitely fun to low-man these days. Salvage II is an easy trio (full farm, not just select NMs), Limbus is soloable now, sky gods are easy to duo (even did Kirin easily with 3 people), and even Walk of Echoes (I do CF3 and CF13 as a WAR & WHM duo, hoping for the big money drops). Delve gear makes pretty much anything pre-SoA easy with 2 or 3 decent players. I'm almost done building a Pandemonium Warden pop, and did the whole thing solo. I thought the tier 4 NMs might be rough, but even those are easily solo'ed now.

Edited, Oct 2nd 2013 9:52pm by CorncobWilly
#28 Oct 02 2013 at 8:51 PM Rating: Good
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The switch from horizontal to vertical progression was too much for the FFXI community and SE's failure to maintain a constant, linear, achievable gear flow has made their vertical progression model even more obviously terrible.

Regardless what was said earlier, I have always found SE to be terrible at balancing things. The only thing that they are worse at, in fact, is identifying terrible design ideas before they are implemented. I mean, holy crap. You guys should reactivate and do Snorcia skirmish twice. You kill things for 10 minutes and then one guy kills something about every 3 minutes for half an hour. It can be trioed and the hardest part is staying awake for the whole run.
#29 Oct 03 2013 at 4:59 AM Rating: Good
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Seriha wrote:
I see we're back to believing everyone had (max level) RMEs and the reason why the game's suffering is because they "suck" now. Nope.

Ignoring the order SE's released SoA content tiers, the big cause of the game's decline from the VW era and later has been the focus on alliance content with VW, Legion, and Delve. F80+ Neo-Nyzul gear was basically out of reach for most. Salvage was basically super grind unfriendly. SoA-launch Skirmish was basically inaccessible due to statue requirements and 2.0 comes "too late" for the "pros" to care because they did Delve already.

Smaller groups had basically been SOL, and as much as some want to blame Abyssea for supporting this style, it gave people things to do without setting rigid schedules or needing the absolute perfect parties and strategies. Daily lockouts need(ed) to go, like with Dynamis, Meebles, and so on. Unsurprisingly, the absence of such worked for Delve, but XI's pace of content development just isn't what it needs to be to keep people away from other games offering more or new things. The crazy desire to keep RMEs on top is very much part of the trap that's chased people away with the dislike of grinding the same otherwise pointless content daily.

The "Delve Onry!" BS can easily go the way of the dodo with reasonably made crafted weapons for all classes, fair continuation/consolidation of the magian paths, or heaven forbid, actual questing that rewards gear. Telling people to level jobs they hate or have no interest in is never the answer and, yup, can chase people off, too.


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#30 Oct 03 2013 at 8:58 AM Rating: Default
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It had a few things right, and a few things wrong. Here are three of the ones that are objectively wrong:

1) Daily lockouts and alliance events were FFXI's bread and butter during... every time up to Abyssea. They aren't killing the game. The game is dying due to the lack of things that players *want* to do, not due to the lack of things that players *could* do but are unable to for some reason.

2) If you introduced easily obtained crafted weapons that were equivalent/superior to Delve boss weapons, then Snorcia Skirmish would be the only event in the game worth doing. The game doesn't need there to be even less worthwhile content at the moment.

3) RMEs being on top is not important as some kind of meaningless hierarchical status symbol. It's important because it motivates players to do a huge amount of legacy content that was recently re-worked to be lowman friendly.


Complaining about the lack of lowman events while supporting SE's decision to eliminate a decade of lowmannable content is kind of mindblowing.


Here are two posts that involve plots of player activity since April 1st:
http://www.bluegartr.com/threads/50106-Server-Populations?p=5902389&viewfull=1#post5902389
http://www.ffxiah.com/forum/topic/40532/server-pops/5/#2468780

Feel free to do your own analysis, but the basic conclusion is that population has dropped a little more than 50% since April 1st and it started dropping long before FFXIV's release. I find it harder to explain the dip in population from late June to early July than it is to explain the bump from early July to early September (Repeat Login Campaign 1/2), which is why I chose to interpret it as a continuous decrease since April (or at least May). The big spike in May is the update where they outdated RMEs.
#31 Oct 03 2013 at 9:36 AM Rating: Excellent
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Either you have daily lockouts or hideously low drop rates (I think Voidwatch went overboard in this case). I don't mind RME weapons being the very best you can get, I do mind that they were included in every gear check after Abyssea so there has to be some kind of a balance that you can actually do the content without being turned down on every shout.

Is it me or is the official forums very quiet? The FFXIV forums seems to spew out nonsense threads every hour while the FFXI ones shows the very same topics that showed up months ago.
#32 Oct 03 2013 at 3:27 PM Rating: Excellent
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Solonuke wrote:
Either you have daily lockouts or hideously low drop rates (I think Voidwatch went overboard in this case). I don't mind RME weapons being the very best you can get, I do mind that they were included in every gear check after Abyssea so there has to be some kind of a balance that you can actually do the content without being turned down on every shout.

Is it me or is the official forums very quiet? The FFXIV forums seems to spew out nonsense threads every hour while the FFXI ones shows the very same topics that showed up months ago.

You don't need stupid low drop rates without the daily lockouts, actually. Again, look to Abyssea and consider how every job had at least 5 individual pieces of gear that no other job could equip. For those who are, like... career MNK only, then yes, they might get done quickly. And while I criticized the demand that players should have to take up jobs they dislike to get anywhere, one reason why people might not have taken up other jobs in the past is the time required to gear them decently. When I knock the RME "requirement" and the wish to bring it back, it's under the auspice that you're basically telling anyone who wants to pick up a new job that they'll now have to spend 3+ months doing Dynamis and follow-up activities just to get up to the community's twisted definition of speed. Prestige weapons may motivate some, but I'm going to venture a guess it disheartens more upon the realization of what's required. We're no longer in the era where you can think, "I'm going to be playing this game a year from now!" when all it takes is one patch to ruin things, or another game to come around and do something so much better. Some might confuse this for wanting instant gratification, but it's not. It's simply a challenge to SE to be both fair to their players and hard-working to keep their players. Instead, it seems like we're getting the opposite end of both spectra, be it for financial or old-school philosophical reasons (we NEED grinds, we NEED prestige, we NEED large-group content).

In the end, one of XI's greatest issues has been getting people together to do specific things. Shouts only go so far. You gotta be on at the right time, in the right place, with the right jobs, and hope whatever it is you're after isn't being contested, and doubly so if it's a low drop rate. Not everyone visits forums no matter how much we might think it the standard. We have no cross-server matching. We have no in-game request board that people could post a task to. So, it doesn't surprise me when you'd see people shouting for a niche VW NM so they could work on their progress and not get enough bodies for the job. Hell, it didn't surprise me back in vanilla CoP when you couldn't see people get past the Promies because there was nothing in it for helpers (An issue that persists today in general for what Byrth labeled Legacy Content). I certainly wouldn't want to be doing Dynamis 3.0 a year from now just because some people can't stand the thought of content having an expiration date. At the same time, I have to wonder where these people were when conquest parties died off, eco-warrior, escorts, and other certifiably dead content. No, I'd rather see time spent on new things, while these new things don't require players who aren't on the bleeding edge to take 3+ months just to see yet another ghost town.

For the moment, I recall SE saying they had the wish to add hard mode BCs. On one hand, I don't really like that for the regurgitation of content as mentioned above. On the other, if it turns out they drop 1k coins, HMP pouches, etc. at a decent pace and generally eliminates the sting of the RME progression, I'd say it's something that's been needed for a long time now. But if they're just a future excuse to farm X amount of whatever for the new RME level, then missed opportunity. Doubly so if it's, "Do this sh*tty BC so that unpopular relic can get its upgrade!" which naturally means those people will have a hell of time upgrading. In the end, there is such a thing as spreading people too thin, which is an issue the pre-Adoulin doing Dynamis/Salvage/Nyzul/Meebles daily dynamic introduced. That's probably 4 hours of a person's day alone if they wanted to get the most of their arbitrarily delegated time. So forgive me for not wanting to see that again if that's what it means to keep legacy content relevant.

Edit: And none of this actually taps into issues of job imbalance or stagnation for why some opted to bow out. See sig for my poor attempt at cynical meme humor.

Edited, Oct 3rd 2013 5:39pm by Seriha
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#33 Oct 03 2013 at 3:30 PM Rating: Good
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Byrthnoth wrote:
It had a few things right, and a few things wrong. Here are three of the ones that are objectively wrong:

1) Daily lockouts and alliance events were FFXI's bread and butter during... every time up to Abyssea. They aren't killing the game. The game is dying due to the lack of things that players *want* to do, not due to the lack of things that players *could* do but are unable to for some reason.


Yes, daily lockouts that slowly bled away the playerbase until Abyssea was released and a good surge of players came back? You know, content that was entirely variable and party size wasn't a strict regimen the populace had to adher to? The large alliances got things done (and ridiculously quickly), while the majority of the populace did lowman situation so that they could work towards their own goals.

No, players aren't playing because up to Adoulin with the exception of Voidwatch and Meeble Burrows (time locked content, yet again) the ONLY thing S-E did was revamp older content instead of coming up with something new. Newsflash: while you might herald their ability to make you have to re-run content you've already ran for years already as approval worthy, the majority didn't.

Byrthnoth wrote:
2) If you introduced easily obtained crafted weapons that were equivalent/superior to Delve boss weapons, then Snorcia Skirmish would be the only event in the game worth doing. The game doesn't need there to be even less worthwhile content at the moment.


Considering they themselves don't have a problem releasing content that is, in all actuality, fairly worthless in comparison to most of the MB drops I don't think SE agrees. When you release a set of bosses and state "This is the highest caliber we're content with releasing for Adoulin" that kills any real desire to keep playing once you've gotten the drops from those bosses.

That's as moronic as say WoW for instance releasing Icecrown *FIRST* and then going back to release Naxx, then Ulduar, then the Coliseum. If you've already beaten the 'toughest' there is.... why keep playing? The love of killing harder monsters only works if you actually have a big goal and reward to look forward to and progress further.

Byrthnoth wrote:
3) RMEs being on top is not important as some kind of meaningless hierarchical status symbol. It's important because it motivates players to do a huge amount of legacy content that was recently re-worked to be lowman friendly.


Except it isn't important at all. Certainly SE doesn't seem to think so considering they're dragging their asses about updating items that doesn't take more than 5 minutes of spreadsheet comparisons to figure out where you want them to stand. Considering the grumbling about Mythics when they were announced by Relic holders, and then R/M holders when Empyreans were announced I really don't think it's as big of an issue as you're trying to make it be.

Your point is also moot because if people want something, whether it's current or not, they'll go after that personal achievement anyway. Attempting to force it to be current content at all times, forever, leads to stagnation which is the entire reason the population started to decline late ToAU/WotG.

Plus, you act like this is the first time SE's put in weapons that outclassed R/M with their sheer usefulness.

Byrthnoth wrote:
Complaining about the lack of lowman events while supporting SE's decision to eliminate a decade of lowmannable content is kind of mindblowing.


If it wasn't low-mannable during its real prime it's not really low mannable content now is it? Simply because you can go back and do things that required larger groups before doesn't magically make a valid point for you.
#34 Oct 03 2013 at 6:16 PM Rating: Default
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Viertel wrote:
Byrthnoth wrote:
It had a few things right, and a few things wrong. Here are three of the ones that are objectively wrong:

1) Daily lockouts and alliance events were FFXI's bread and butter during... every time up to Abyssea. They aren't killing the game. The game is dying due to the lack of things that players *want* to do, not due to the lack of things that players *could* do but are unable to for some reason.


Yes, daily lockouts that slowly bled away the playerbase until Abyssea was released and a good surge of players came back? You know, content that was entirely variable and party size wasn't a strict regimen the populace had to adhere to? The large alliances got things done (and ridiculously quickly), while the majority of the populace did lowman situation so that they could work towards their own goals.

No, players aren't playing because up to Adoulin with the exception of Voidwatch and Meeble Burrows (time locked content, yet again) the ONLY thing S-E did was revamp older content instead of coming up with something new. Newsflash: while you might herald their ability to make you have to re-run content you've already ran for years already as approval worthy, the majority didn't.


If you want to talk about population drops, FFXI has done two rounds of server merges. The first was in May of 2010 and the second was in May of 2011. This reflects the total lack of worthwhile content between ToAU (2006) and Abyssea (June, 2011). ToAU was the gift that kept on giving and was stilling cranking out updates past the release of WotG (probably into 2008, can't be bothered to look it up), but WotG was an abject endgame failure that offered one useful-yet-boring activity, Campaign. There was essentially nothing novel and worthwhile to do from 2008 to 2011 and the game was limping by on a combination of player incompetence and the terrible odds that SE put into its old events.

That said, based on the fact that only 12 servers reached an average of half-capacity at each of the previous merges and that this time we are looking at a >50% drop in the total number of logins, you can conclude that we are currently in the worst population drop that FFXI has ever faced. There are no mandatory lockout on current events. It's stupid to blame them.

If there had been some kind of population drop shortly following the introduction of Dynamis, Salvage, Limbus, Assault, or any of the other forced delay events, then maybe your point would have the potential to be correct. Unfortunately, reality informs us that you're wrong.



Viertel wrote:
Byrthnoth wrote:
2) If you introduced easily obtained crafted weapons that were equivalent/superior to Delve boss weapons, then Snorcia Skirmish would be the only event in the game worth doing. The game doesn't need there to be even less worthwhile content at the moment.


Considering they themselves don't have a problem releasing content that is, in all actuality, fairly worthless in comparison to most of the MB drops I don't think SE agrees. When you release a set of bosses and state "This is the highest caliber we're content with releasing for Adoulin" that kills any real desire to keep playing once you've gotten the drops from those bosses.

That's as moronic as say WoW for instance releasing Icecrown *FIRST* and then going back to release Naxx, then Ulduar, then the Coliseum. If you've already beaten the 'toughest' there is.... why keep playing? The love of killing harder monsters only works if you actually have a big goal and reward to look forward to and progress further.


I agree with you and I'm also not claiming that SE understands the fact that I wrote there. They obviously do not understand it. However, invalidating Skirmish v1 weapons and Delve boss weapons so you can make sure that everyone has an easily obtained "best weapon" is not working towards a solution to that problem. It is removing two currently useful events in exchange for... making Snorcia easier for everyone? it's already near-soloable by black mages. Do we really need it to be easier?



I feel like these last two responses were some kind of logic bomb, but I'm not Borg so I'll just work through it. I've moved some of the sentences around to combine thoughts.
Viertel wrote:
Byrthnoth wrote:
3) RMEs being on top is not important as some kind of meaningless hierarchical status symbol. It's important because it motivates players to do a huge amount of legacy content that was recently re-worked to be lowman friendly.


Except it isn't important at all. Certainly SE doesn't seem to think so considering they're dragging their asses about updating items that doesn't take more than 5 minutes of spreadsheet comparisons to figure out where you want them to stand. Considering the grumbling about Mythics when they were announced by Relic holders, and then R/M holders when Empyreans were announced I really don't think it's as big of an issue as you're trying to make it be.

Plus, you act like this is the first time SE's put in weapons that outclassed R/M with their sheer usefulness.


SE is wrong and the RMEs are important, as should be very obvious from either of the graphs I linked. I'm also not pretending that Empyreans didn't happen. I just did not bring it up because I don't feel it was relevant. However, if you want to get in to that, the big problem with that was not the introduction of Empyreans. It was the stupidly difficult trials given for Relics/Mythic upgrades. Those just added insult to injury. Still, those trials affected a tiny portion of the population, while the current lack of RME content affects much larger portion of it now that the events have been made so accessible.



Viertel wrote:
Your point is also moot because if people want something, whether it's current or not, they'll go after that personal achievement anyway. Attempting to force it to be current content at all times, forever, leads to stagnation which is the entire reason the population started to decline late ToAU/WotG.


I don't know why you're bringing up the terrible failure of WotG's endgame (which resulted in server merges) as some kind of counter to RMEs, but I am willing to acknowledge that SE has only introduced one successful event not involved in RME creation (Limbus).

There was content introduced throughout WotG, but it sucked and players didn't choose to do it over old content. As a thought experiment, imagine if SE had released WotG and deleted all other endgame events. Do you think people would have farmed Xarcabard region campaigns all day, or do you think they would have quit? I know which one I would have done.



Viertel wrote:
Byrthnoth wrote:
Complaining about the lack of lowman events while supporting SE's decision to eliminate a decade of lowmannable content is kind of mindblowing.


If it wasn't low-mannable during its real prime it's not really low mannable content now is it? Simply because you can go back and do things that required larger groups before doesn't magically make a valid point for you.


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#35 Oct 03 2013 at 7:29 PM Rating: Excellent
I do agree that XI will need to make some changes soon to get things moving some more with the game. Right now there's so little to really do for any lasting period of time outside of Monstrosity, and even that grows old after awhile. All the best gear comes from Skirmish or Delve, and for Delve, most of the people that have cleared the boss wins repeatedly are sitting on so much plasm that if they wanted a random piece of gear, they could simply buy it. Skirmish likewise has very little staying power as well, since you could max out your gear easily if you wanted with how plentiful the Lepondopt Wings are and how cheap the equipment is (the stones for augmenting ends up being the only reason to continue).

All the weapons and gear that might take some time to work on (i.e. Relics, Mythics, etc) are currently out the window for progress that can be made almost instantly. There's just not an incentive to keep people doing things now as they did before when it came to Abyssea and the like. With Abyssea, you had people doing weapons, upgrading armor, doing quests, exping, making money, you name it, whereas with Adoulin, right now it'd just be something like Skirmish, because I personally have no incentive to do Delve for anything.
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#36 Oct 03 2013 at 9:53 PM Rating: Excellent
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Try as FFXIAH might to monitor populations, it will never be accurate. It has no means to directly distinguish mules or secondary accounts to give a true measure of the actual population. The only one can actually do that is SE, and they've never given a precise population number. This inaccuracy could also be applied to the census and the age old fallacy of everyone having an RME, let alone multiples. The hardcores might, especially those crazy enough to have every Emp at 90, but they just aren't the norm and skew the numbers when not working with all the numbers.

Either way, I won't argue WotG had its lull during the mini-add-on year, but I'd hardly call it terrible. Campaign was actually one of the best things they'd done with FFXI, but the fact they've chosen to abandon it instead of building a new iteration within Adoulin is what left us with the BS of colonization percentages and the general lack of pick-up-and-play-at-your-own-pace friendly activities. And when I'm talking about evolving Campaign, I'm saying have more than one point of attack/defense, give the waves some more objective variety, don't tie activity/reward to NPC presence, and certainly implement high end gear as a carrot, because the best armor sets coming out Campaign being level 68 were a slap in the face, nevermind the cocktease of the weapons.

Anyway, I have no issue with attributing a drop in 2012 to the fact the casuals generally had finished up their Abyssea experience. Yes, you and I could probably put a full set of AF3+2 together in a day, but I'm not blind to the reality that everyone had the proper time and connections. Maybe they'd manage a few seals due to RNG. Maybe they tried quests instead, but weren't luck there. Maybe they could never get help with the +2 NMs because others were hogging them for their own personal gain (Gukumatz can still DIAF). But hey, eventually they could finally finish their favored job. Probably not an Emp holder, so either an AH or magian weapon. Then what? 2xSCH, pimp BRD, 3x high-end 2H DPS for Nyzul and all it's random stupidity, especially before stopper adjustment and the shift from 25 to 5 clears? Too unreliable. Too unfun. Salvage wasn't any better about job discrimination. Plus, well, not everyone having a pocket WHM on the side. Legion was out of reach. VW was very hit-and-miss just for progression purposes, nevermind getting a drop thanks to SE's "Well, 18 chests, let cut 5% drop rates by 18!" philosophy of reverse gambler's fallacy.

The Xarc Campaign hypothetical is pretty much hogwash because I know you're trying to apply what we know of it now as the be-all of the event. In comparison, Delve did at least offer gear for all jobs in most all slots one way or another. So it would be fairer to compare it to Abyssea with its cap increases relative to the ilvl increases serving the same purpose with actual character leveling. But yes, Ixion and Sandworm sucked and encouraged botting just as land kings before. If people quit over that being the endgame, I wouldn't blame them. If we want to talk about drops in population from this year specifically, sure SoA disappointment can be a factor. Player trends within the game, too. I'd even include outside influences like Rift going F2P. People wanting to enjoy their summer. New console games. Eventually, yes, XIV.

Reasons why myself and friends left XI may honestly mean next to nothing to those still playing, but they're still reasons, reasons that others can share. I'll certainly never be convinced that prestige content a sub-15% of the player base can complete is good for any game. I've criticized the **** out of Rift for doing this. I stopped TERA because they was pretty much their MO, too. GW2 has no endgame to speak of and has this weird obsession with temporary content. I haven't really hit a point in XIV yet where I feel there's something I can't do. Borderline too grindy? Sure. Hate the weekly currency caps? You bet. But not out of reach. I knew I'd pretty much never get a mythic in XI, though. Why? I hated Salvage, so that ruled out direct Alexandrite acquisition. Would've been able to stomach Dynamis better without the time restrictions, but saying I had to set aside two uninterrupted hours daily to get the most of it killed that right quick. And bluntly, relic currency being the only thing really moving gil around in XI just emphasizes how terrible the economy is/was. Slap 5k plasm craft mats on the vendors for those new potential weapons I mentioned. Might not be epic gil, especially in the distant future, but it'd be something to spend plasm on when you're generally done with your gear. Even let 'em get augmented so they could be permanently removed from economic recirculation, too.
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#37 Oct 03 2013 at 11:56 PM Rating: Decent
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Those graphs are from google analytics counting the number of times the Windower v4 launcher was opened. The less spikey graph avoids double-counting pings from the same IP within a given time frame (perhaps a day, but there's no documentation for it so we don't really know.) The Windower v4 population is not representative of FFXI at large. It excludes people that play on PS2/X-box and 65% of the users live in North America/Europe (20% JP, 5% Chinese, 5% elsewhere). Still, it's probably much more accurate than FFXIAH's page, which has over 2000 characters still active on Garuda (which closed 3 years ago).

I don't know what 2012 drop you're talking about. There were no server merges that year and I don't particularly remember a drop off.

With the Xarc example, I was just trying to come up with something repeatable and constant that players could do in WotG that involved fighting high level monsters. Like, if you think of WotG endgame, what do you think of people doing? I suspect that SE thought that people would flock to murdering things in strongholds and take over zones. Like, think of the content investment they made putting campaign into the Northlands, and it was almost entirely ignored except for a few hours before the conquest update the few weeks that each server bothered to unlock Fiat Lux. Most servers have still never unlocked Cracking Shells. Apart from that there was just WoE, which took years to be worthwhile even for skilled alliances due to its crappy equipment and terrible reward distribution structure.

As far as making mythics/whatever, for about two years there was almost no event you could do that didn't make you gil. If you did Voidwatch, you got random equipment or HMPs/Rift items. If you did Limbus, Dynamis, or Salvage, you got coins of some type. People could even sell drops in Abyssea for more gil. The reason that you couldn't make a mythic in XI was probably because you never seriously started it. I never thought I'd finish mine when I started. It was just a dark German winter and I was in a new lab. Took me something like 2 months to get all of the Alexandrite together.

Here is how they should have solved the RME paradox: http://forum.square-enix.com/ffxi/threads/33112-Level-99-Relic-Mythic-Empyrean-and-WoE-Weapons?p=470453&viewfull=1#post470453
#38 Oct 04 2013 at 1:12 AM Rating: Excellent
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Seriously try? No. Seriously consider? Of course. In the end, I realized that the gil generation of my play times and style wouldn't match up with a pace I'd be comfortable with over a significantly long term. I'm of the mind that no single item in an MMO should take more than a month to make by someone who puts in, say, 10 hours a week into a game. Overall, FFXI has a lot of time sink potential by virtue of the number of jobs and equipment slots before even entertaining gear swaps mid-combat. And even with Dynamis as the premier money-maker for many back then, it was still subject to competition, personal job options, or even if you ran a WHM/BRD mule (less downtime, faster kills with Haste/March, more money). Some people might've broken 1m a day no sweat, others would probably be lucky to break 500k. I'm not up to date on Alexandrite prices anymore, but there was a time you'd be dumping at least 70m into them. For your weekend warriors, that's a significant amount of time even if you could break the 1m mark per attempt. Reasonable people should then understand the folly of ever making such a thing a requirement for content.

Anyway, could Xarc have been an endgame hangout? Sure. It simply needed the actual attention required to facilitate that. On the other hand, I'm not saying SE needs to go make Xarc the it-place now. I'd rather see emphasis on SoA content so if I ever consider peeking back in on the game, I know I'll be seeing new stuff and not the same thing I did years ago with a few new mobs and maybe some new moves to 'em. Hell, I was somewhat tempted just to ***** around with Monstrosity in early August until XIV launched, but I held out knowing the other content is a bit hostile on social requirements (and RDM still sucks) and what's left of the LS I was in really isn't enough for me to say I "know them" now, which ultimately means I'd have to prove myself to a new group all over again. And frankly, the political aspect of group activities contributes to my earlier sentiment on acquisition limits, which naturally gets murkier the more bodies you add.
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#39 Oct 04 2013 at 5:19 AM Rating: Default
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Alexandrite bottomed out around 7k each on my server, which puts the cost of a Mythic at 210mil... but 10 hours a week is 5 Dynamis runs, and there was a long time where soloing Dynamis was easily a mil per run. 210mil during this period would have been less than a year of farming even for someone that plays 10 hours a week. Also, when they introduced Forgotten items I made over 5mil per Dynamis run for ~2 weeks.

People generally hesitate to start the mythic quest because it's such a mammoth undertaking, but I found that it goes very fast once you get it underway and honestly it's kind of well balanced and fun. I focused on making gil and did the other quest requirements when taking breaks because ToAU content is generally fun. I got all the Alexandrite for Terpsichore and 99'd Twashtar before I finished 100,000 Amps for Einherjar and that playtime period was probably the most fun I've had in game. I could do everything on DNC (often /THF), and there was a lot of different things to do for gil.
#40 Oct 04 2013 at 2:41 PM Rating: Excellent
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10 hours may be 5 Dynamis runs, but the "weekend warrior" part of that was important. As in only 2 days a week of play, which means 2 Dynamis runs, maybe 3 if you're OCD enough to wake up before reset for a third. But let's say they could make 2m per run, 210m cost means 105 runs. Then factoring actual RL scheduling, they'll need 52.5 weeks at the 2/week scheme. They'd also have to go through the hassle of finding an Ein group, tracking the beastmen kings and their fickle spawns, and other associated grinds like actually finding people for the 50 different assaults (twice). ****, all this is for one weapon before even getting into the zeni farming snorefest and climb to PW.

Relics and Emps may take less on the gil end, but the latter is certainly suffering from an HMP and other drops drought with VW swimming with the fishes. Hence why you see some hoping SE will address level 90 weapons in some way. I doubt they will, but I don't find the request without justification.

In the end, not everyone plays daily. Not everyone wants to make a daily Dynamis rotation their thing. I can understand the same sentiment for Delve, and would in turn say that Bayld and Skirmish gear should actually have equal options with the right effort. You'll have people ***** about that, of course, via perception of difficulty:reward scaling, but if the community's going to enforce its own sense of minimum requirements for content, giving people more ways to be less gimp isn't a bad thing. SE just needs to avoid singular event superiority and tunnel vision in the future.
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#41 Oct 05 2013 at 7:59 AM Rating: Good
Byrthnoth wrote:


With the Xarc example, I was just trying to come up with something repeatable and constant that players could do in WotG that involved fighting high level monsters. Like, if you think of WotG endgame, what do you think of people doing? I suspect that SE thought that people would flock to murdering things in strongholds and take over zones. Like, think of the content investment they made putting campaign into the Northlands, and it was almost entirely ignored except for a few hours before the conquest update the few weeks that each server bothered to unlock Fiat Lux. Most servers have still never unlocked Cracking Shells..


You know what the biggest issue with Fiat Lux was?

Instanced battle that not everyone could get in to because people would flock to the bc area and spam like crazy on the door to get locked out for someone else who maybe got there a few mins ago to get in before you.
I had the same issue with Moblin Maze Mongers at the time too. (Which made me quit even trying that because I couldn't get in.)


Edited, Oct 5th 2013 10:01am by Janeash
#42 Oct 07 2013 at 5:48 AM Rating: Excellent
I hated Fiat Lux because of that more than anything. It was really brutal making your way up to the top of the castle with all the high-level monsters there (especially in dealing with those gates on the first floor that had the Beastmen hanging out near them), only to be unable to get in all night long because others are managing to beat you to entering.
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#43 Oct 08 2013 at 11:26 AM Rating: Good
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There will always be people looking for the one excuse to give them the justification for leaving the game and most expansions seen some of this but the game was younger and was offset by newer players. REMs getting throw under the bus is just one excuse, even if they were adjusted for at the launch of SoA people would have just found another excuse to leave. I seen it and so has everyone here that the RMs is not some magic bullet to keep people playing, how many people have we all seen back in the 75 days leave soon after finishing one.

It really isn't like a lot of people were still doing sky, sea or anything before abbyssea or that much of abyssea at the launch of SoA most were just sticking around for SoA. I see just as many shouts for different events now then I did before SoA. Why because before it was VW shouts, and most of those were the same 3 or so mobs and if you got lucky a climbing shout mixed in with the random seal party. Now we are seeing shouts for delve, skirmish all 3 areas, WKR least 2 twice a week.

Really it is a 11 year old game that will decline. after this deline it will level off to the new normal and be stable for a while then when people get the urge to leave they will pull some excuse that ha nothing with them just being tired of the game.
#44 Oct 08 2013 at 5:48 PM Rating: Good
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Man, the one time Fiat Lux became available, Sylph formed its usual line. It was a long as **** line. Like 45 minutes. But everyone played by the rules and got in line and nobody jumped the gun.

Your servers are just full of uncivilized barbarians.
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#45 Oct 08 2013 at 8:27 PM Rating: Default
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Seriha wrote:
10 hours may be 5 Dynamis runs, but the "weekend warrior" part of that was important. As in only 2 days a week of play, which means 2 Dynamis runs, maybe 3 if you're OCD enough to wake up before reset for a third. But let's say they could make 2m per run, 210m cost means 105 runs. Then factoring actual RL scheduling, they'll need 52.5 weeks at the 2/week scheme. They'd also have to go through the hassle of finding an Ein group, tracking the beastmen kings and their fickle spawns, and other associated grinds like actually finding people for the 50 different assaults (twice). @#%^, all this is for one weapon before even getting into the zeni farming snorefest and climb to PW.

Relics and Emps may take less on the gil end, but the latter is certainly suffering from an HMP and other drops drought with VW swimming with the fishes. Hence why you see some hoping SE will address level 90 weapons in some way. I doubt they will, but I don't find the request without justification.

In the end, not everyone plays daily. Not everyone wants to make a daily Dynamis rotation their thing. I can understand the same sentiment for Delve, and would in turn say that Bayld and Skirmish gear should actually have equal options with the right effort. You'll have people ***** about that, of course, via perception of difficulty:reward scaling, but if the community's going to enforce its own sense of minimum requirements for content, giving people more ways to be less gimp isn't a bad thing. SE just needs to avoid singular event superiority and tunnel vision in the future.


SE spent the entire post-Abyssea era trying to fix all the balance issues that Abyssea caused with respect to gear. Augments, Magians and general downshift in clearly best-in-slot type gear was all the rage and it seemed that SE was trying to bring the game back to what it'd always been - a gear collecting, multi-event endgame where you needed to do multiple things if you wanted to be the best. Even the grindy Voidwatches had the express purpose of obtaining pieces that were upgrades or used in conjunction with other gear to optimize sets even if the boring as all hell "invincibility + procs = win" zerg mentality completely ruined any of the previous finesse required to win a battle.

With Dynamis going public, anyone could get a relic even if it meant a slow and painful grind versus what had previously been years to obtain one. Empyreans to 90 were trivial and the 1500 plate cockblock was only implemented in a sad attempt to placate R/M holders who felt that their accomplishments would be doused by the ease by which Empyreans were to upgrade in comparison. The completely unnecessary addition of Legion was again bait by which to placate hardcores but the gear was never so amazing that it couldn't be avoided. It felt like SE wanted to throw down a gauntlet but at the same time knew that the event would overall be very limited in scope due to their previous elimination of HNMLS' in the Abyssea era.

It didn't help that Voidwatch kind of ended with "Here's a random dragon, jerks." in a very abrupt manner.

So everyone was expecting Adoulin to be a continuation on what had been the FFXI selling point: Horizontal gameplay. Instead we got the an expansion pack that made WOTG look revolutionary in comparison. The zones were pretty much useless for anything other than entering Delve, content dead on arrival, Reives manage to be worse than Campaign Battles and it's clear that everything in this vertical nightmare reeks of stat inflation and general incompleteness. How SE could launch Adoulin in such a state is just shameful on their part. Tanaka was obsessed with balance to a fault and now Matsui has simply transposed WoW-style gameplay onto a game never built for this type of system with the 3 developers he's still got working on this old bird.

Never before have I seriously entertained the demise of Final Fantasy XI but on its current course I can't see this game going on for much longer. Seeing 285 people on last night shocked the hell out of me.

Edited, Oct 8th 2013 10:59pm by SparthosofLakshmi
#46 Oct 08 2013 at 8:53 PM Rating: Decent
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And to think all Matsui needed to do was design a harder version of Campaign with credits that built up towards upgrading what was already established in the game as being top tier. Fishmen are attacking a bivouac needed to maintain certain rewards and halting our colonization? Wipe them out. Hoards of Chapuli have gotten into to town and threaten to kill NPCs we need alive to teleport around? To the cannons, we can afford to lose vital NPCs. We need mountains of ore from the Moh Gates to construct a new building in Adoulin? Descend on that zone for group EXP or HELM for items. We just lost our main tower to the hoards of Beastmen attacking our holdings in Foret? We'll have to rebuild. Woodworkers/Fishermen/Smiths, to your crafting stations. Our colonization is held up by hungry NPCs refusing to work? We need Culinarians to provide them with some obscure recipes from 2005, quick. What's that? A giant land shark has appeared and threatens to destroy our entire settlement? Everyone rally to the aid of Adoulin!

Adoulin could have been a resource war combining battle/field skills with real-time consequences for failure. Something that WOTG failed miserably to accomplish. Instead we get a downgrade on all fronts. A miserable pile of steaming chocobo dung.

If items like HMPs and Rift-XXX items were among the colonization rewards then you'd keep the interest of everyone trying to finish their Empyreans among whatever else was up for grabs. Matsui could have also chosen to ease up on the Mythic requirements to bring those weapons in line with the eased up Relics/Empyreans If the goal was make things more "relaxing" and "fun" in the new expansion pack. Afterglows being changed could have also helped to keep people occupied rather than frustrated to all hell that those weapons were basically giant <^>s to the base. Who wouldn't want to glow like a GM after putting in some more work? Things like Ephemeron, Sagasinger and all the glow weapons/armor should have been thrown into the magian system as things you could continue to slightly improve due to their rarity.

What XI has always been is a grind and the goal of this expansion pack should have been to continue that theme but in a more relaxing manner. If we needed to go past 99 in some 'way' then it should have been through merit point style content (think paragon levels, D3) that unlocked new abilities, weaponskills and spells that encouraged EXP and general anti-Abyssea leeching. Monstrosity as another way for people to hammer out levels again with rewards tied to your physical character would have also served as a way of blowing off some steam when you got bored of competing in the resource war and wanted some retro-PVE or deal with PvP.

Instead we have stat bloat. Sucks.
#47 Oct 09 2013 at 4:20 AM Rating: Decent
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3 of us from my LS did some Rala/Cird runs last night. It was actually fun, we are all skirmish level gear so not uber. Whm, Rdm and Nin. It was fun being the tank on strong to magic mobs while the Rdm blew up the weak to magic ones. Rala is actually hard to do in 30 mins and clear secondary and it was really fun trying to kill asap but keep the finger wigglers from dying. The onry reason i was Nin is that i have 2 x +1 weps with augs and have full otro. Never touched delve or wildskeeper and doubt i will. Skirmish gives us an opportunity if we have a spare 30-60 mins to get something, whether stones, bayld or weps/armour (and exps!).
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#48 Oct 09 2013 at 8:30 AM Rating: Good
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Sparthos pretty much has it right.

It is not very difficult for me to imagine people returning to this game if SE took the right corrective steps:
1) do something about the horizontal to vertical switch, because right now the population is in freefall. They can either make it work or stop it. Idc
2) bundle ffxi and ffxiv subscription fees. Make ffxi cost like $5 more and give a free patched download of it to current ffxiv subscribers.
3) basically stop all the terrible design decisions that lead to DOA content.

I was looking forward to PvM fights, but this morning it struck me that the populations ate too low for such a system to work. I am going to end up doing it twice with friends and running out of people to fight. Another DOA system.
#49 Oct 09 2013 at 4:15 PM Rating: Good
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As a supplement to #2, get XI free if you pay for multiple months of XIV at a time. I've wanted the shared sub option for a while, and they even had it back when 1.0 was ****. Why it's gone now, though, is a mystery.

I feel like vertical progression should stay, though, as 3 is what makes it the head-scratcher. Unfortunately, a lot of these flaws just reek of manpower/financing issues. Even the SP2s have been in limbo for how long now?
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#50 Oct 09 2013 at 8:48 PM Rating: Default
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SP2s have been in limbo for almost two years: http://forum.square-enix.com/ffxi/threads/17223-dev1058-Merit-Point-two-hour-abilities
#51 Oct 09 2013 at 8:52 PM Rating: Good
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Why would vertical progression stay? It's what killed the game.

What has sustained XI all these years is the weight and value of useful and valuable pieces of gear. Being able to compare a DW set to a 2h set. Being able to build gimmicky builds for fun or farm some obscure piece of gear to capstone a particular set. When you go vertical, this all dies off and what is left is a shallow, unsustainable core of mess.
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