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Older content is easier with SoA gearFollow

#52 Oct 10 2013 at 2:25 AM Rating: Good
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SparthosofLakshmi wrote:
Why would vertical progression stay? It's what killed the game.

Will disagree. Lacking resources of the financial and manpower variety is what's doing that.

Often times when I see people defending horizontal progression, it usually comes down to, "Well, it gave us lots of things to do!" Short term, perhaps, but all content has a life span. I look to Dynamis prior to its revamp as an example. Myself and many others didn't go for a relic weapons for obvious reasons. This meant relic gear and maybe a small gil pay out was the carrot for the event. Someone like myself was pretty much of the, "Gotta catch 'em all!" variety here, and I think I did collect all relic gear aside from maybe 3-4 pieces over a couple boredom-riddled years. Not everyone's the same way, though. Certainly not all relic pieces were useful. Be it horizontal or vertical style progression, once that incentive dries up, getting people back into an event becomes difficult. Pre-Nerf CoP stands out as a good example here of the difficulty of participation if you've missed the train.

Either way, you need new content.

My stance, however, is there is such a thing as a "level cap" or "tier" being too event heavy. Why? Well, rewards could be spread thin. An event may have nothing for you to chase from it at all (I'd argue many BCs fall under this trope). Maybe there is something you want, but there isn't a draw for others to flesh out the jobs needed to do the deed. Potentially multiple times if the drop rate is ***. Limbus offered very little for RDM, as a personal example and old gripe. I wanted the job to be put on Homam on years, but all the event really offered was the Loquacious Earring and AF1+1 as resting/convert piece. If you weren't an anti-melee spaz, then add a Brutal Earring there. Since we're on the topic of gear, though, and the joy derived from having situational sets arise of the horizontal scheme, I'd actually claim that it shows a weakness in their equipment design scheme overall. Why did we need 8 elemental staves, only for them to finally make Chatoyant years later? Hell, people ******* about similar with the magians, though they've basically been abandoned save niche MACC (possibly invalid now) or -recast purposes.

You've been around long enough to have seen me say before in the RDM melee hooplah that part of the reason why it's frowned upon is because the job both lacked the gear and the inventory space for it, right? While not the only shortcoming, this perspective can actually branch out to multiple jobs. If THFs liked to evasion tank on their own time, why not slap those defensive stats onto their damage dealing gear, too? DRK nuking and the laughing stock that notion's been for like forever? It could work if SE tried. When you start eliminating the need for all this situational gear and actually giving jobs the tools they need to satisfy their roles, you also start lightening the gap between PC users and the consoles with macro needs not being as intense. Honestly, a PLD should be acceptable with any level current sword/shield, but XI is basically Aegis/Ochain or GTFO on the defensive end.

And really, even in the horizontal scheme, we still saw vertical progression. It just might've come at a glacial pace per slot. Which simply takes me back to content needing to be developed often and for everyone, not a niche group and certainly not once a year on the upgrade scale if you're lucky. People haven't quit because of vertical progression. They quit because they got bored and frustrated. Hint: That happened before Adoulin, too. VW Era Quitter representin', yo!

Edited, Oct 10th 2013 4:34am by Seriha
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#53 Oct 10 2013 at 5:03 AM Rating: Good
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Naw, I agree with Sparthos. Given the skeleton crew working on FFXI, horizontal gear progression is much more sustainable than vertical. They've shown that they can't sustain vertical progression rather dramatically, so sticking with that model is only going to drive FFXI even further into the grave.

Additionally, FFXI cultivated a playerbase that enjoyed horizontal gear progression. I certainly didn't stick with the game for a decade because I disliked and wasn't motivated by its reward structure or lacked vertical-progression alternatives. It's full retarded to switch up something this basic over a decade after release.
#54 Oct 10 2013 at 6:39 AM Rating: Excellent
I'm unhappy with their decision to replace entire gear sets wholesale for some jobs and give absolutely nothing to other jobs. There's a reason bards are all still running around in Empyrean +2 - it's because SoA gear has very little for their primary gear sets. Maybe the bonuses on +2 Empyrean were just too good. About the only new thing I've gotten for my bard from SoA is discrimination because a 95 Ghorn is suddenly not good enough. Smiley: mad

That's one reason I've kind of cooled off on bard lately. I'm having a lot more fun on summoner. For one thing, I'm actually getting new gear for the job (although I'm still mostly wearing Empyrean +2 and the usual macro piece suspects.) The augments on Hagondes can be pretty damn spiffy for SMN, with MAB and pet attack and other such goodies. My avatars are level 113 and they even made a summoner specific Delve staff.

#55 Oct 10 2013 at 11:07 AM Rating: Good
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Seriha wrote:
SparthosofLakshmi wrote:
Why would vertical progression stay? It's what killed the game.

Will disagree. Lacking resources of the financial and manpower variety is what's doing that.


And yet when you're tightening your financial belt and devoting the bare bones to a title, why exactly would it be wise to invalidate those things in the game that already keep the base occupied? Things like Salvage II, Nyzul II, Abyssea, Voidwatch et al. Horizontal gameplay keeps people doing old content while you churn out a small amount of new content. When you go vertical only the new content matters as you've eliminated the viability old content entirely.

It makes no sense if you're going to use a resource argument.

Quote:
Often times when I see people defending horizontal progression, it usually comes down to, "Well, it gave us lots of things to do!" Short term, perhaps, but all content has a life span. I look to Dynamis prior to its revamp as an example. Myself and many others didn't go for a relic weapons for obvious reasons. This meant relic gear and maybe a small gil pay out was the carrot for the event. Someone like myself was pretty much of the, "Gotta catch 'em all!" variety here, and I think I did collect all relic gear aside from maybe 3-4 pieces over a couple boredom-riddled years. Not everyone's the same way, though. Certainly not all relic pieces were useful.


I never enjoyed Dynamis (old or new) and thus I avoided it. This only bolsters that in a horizontal game if Dynamis wasn't your gig you could simply move onto something else that was entertaining and a wise use of your time. In a vertical game, if Dynamis is the top ilvl content and you don't like it, too bad you'll be waiting for the goalposts to move in order to leapfrog over it. This is what we have right now with Delve and Skirmish II. If you dislike both, you're pretty much wasting your subscription until something new happens.

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Be it horizontal or vertical style progression, once that incentive dries up, getting people back into an event becomes difficult. Pre-Nerf CoP stands out as a good example here of the difficulty of participation if you've missed the train.


XI always presented itself as a difficult MMO from the moment you walked into the Dunes and realized that soloing in the game was limited. CoP was an exteme example of that type of hardcore gameplay and the devs have since gone on the record about that. What I expected from SoA was a 'lesson learned' mantra from Matsui where things would be a bit more casual (like early Abyssea) but at the same time maintain the foundational principles of the game (horizontal play) and instead we have a gear revolution that has completely decimated what kept people playing. Did Matsui even consider what would happen from the perspective of players? Obviously not. It's like Adoulin was conceived over a dartboard and beers.

It's like Nintendo announcing one day that Super Mario Bros. is going to suddenly become a First-Person Shooter.

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Either way, you need new content


And we got it. Content that is either easily burned through or has been invalidated due to rising ilvls.

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My stance, however, is there is such a thing as a "level cap" or "tier" being too event heavy. Why? Well, rewards could be spread thin. An event may have nothing for you to chase from it at all (I'd argue many BCs fall under this trope). Maybe there is something you want, but there isn't a draw for others to flesh out the jobs needed to do the deed. Potentially multiple times if the drop rate is ***. Limbus offered very little for RDM, as a personal example and old gripe. I wanted the job to be put on Homam on years, but all the event really offered was the Loquacious Earring and AF1+1 as resting/convert piece. If you weren't an anti-melee spaz, then add a Brutal Earring there. Since we're on the topic of gear, though, and the joy derived from having situational sets arise of the horizontal scheme, I'd actually claim that it shows a weakness in their equipment design scheme overall. Why did we need 8 elemental staves, only for them to finally make Chatoyant years later? Hell, people ******* about similar with the magians, though they've basically been abandoned save niche MACC (possibly invalid now) or -recast purposes.


This is an argument of design philosophy here that boils down to personal opinion. I feel that gear being spread around encourages people to do events they'd normally not do in a gear-driven ladder situation, encourages exploration of the game even it means boring camping (NMs, not stupid kings type sh*t) to slow to down the consumption of content which gives the developers time to churn out new content and encourages an overall system of reciprocation. If you help me with Dynamis then I'll help you with camping your NM you can't solo by yourself. More gear to obtain and sets to perfect means more players doing things rather than hitting the 'I have everything' wall which brings to mind the idea of ending subbing.

All events need not apply to classes though it'd be ideal if they did. In SEs horizontal system, there was always something that applied to a job at the endgame with very few exceptions (pet jobs mainly) meaning something to do. If you had an event that didnt, you could simply work on another job or gravitate towards only those events rewarding to your class. Options.

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You've been around long enough to have seen me say before in the RDM melee hooplah that part of the reason why it's frowned upon is because the job both lacked the gear and the inventory space for it, right? While not the only shortcoming, this perspective can actually branch out to multiple jobs. If THFs liked to evasion tank on their own time, why not slap those defensive stats onto their damage dealing gear, too? DRK nuking and the laughing stock that notion's been for like forever? It could work if SE tried. When you start eliminating the need for all this situational gear and actually giving jobs the tools they need to satisfy their roles, you also start lightening the gap between PC users and the consoles with macro needs not being as intense. Honestly, a PLD should be acceptable with any level current sword/shield, but XI is basically Aegis/Ochain or GTFO on the defensive end.


This is a list of grievances that have nothing to do with a simple horizontal vs. vertical progression discussion. I could go on for days about SE ignored pet classes for years, let tanking collapse into meleeburns, ignored the unsustainable situation between melee and magical dmg, refused to tweak kings allowing an era of bots, let THF descend into TH tagging, refused to allow cooks to see the stats on food, failed to explore token systems properly, relied on too many JP midnight waits or even allowed for 3rd party tools to become near mandatory in their game. These grievances don't change that horizontal gameplay is what this game was built on and since its elimination the game has suffered dearly for it.

I had at one point had for blue mage alone a tp, ws, magical ws, benthic typhoon, spellset, pdt, mdt, evasion, acc and nuking set. Eaching having their own upsides and down depending on the situation.

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And really, even in the horizontal scheme, we still saw vertical progression. It just might've come at a glacial pace per slot. Which simply takes me back to content needing to be developed often and for everyone, not a niche group and certainly not once a year on the upgrade scale if you're lucky. People haven't quit because of vertical progression. They quit because they got bored and frustrated. Hint: That happened before Adoulin, too. VW Era Quitter representin', yo!


Quitting comes down to the individual and yes, vertical progression was slow which gives weight to the horizontal gear choices available. When someone says Duelist's Chapeau, Ridill, Joyeuse, Armada Hauberk or Hagun they only mean something because they were achievements to obtain. Where ilvls and vertical make gear useless with each patch there are also often some small horizontal choices to pick from. FFXI simply did the opposite with many horizontal choices and a few vertical options.

It wasn't perfect but what is certain is the end of FFXI if there isn't a course correction. I think if the R/M/E adjustments comes across with negative reception that there won't even be a south for things to go.

Edited, Oct 10th 2013 1:28pm by SparthosofLakshmi
#56 Oct 10 2013 at 1:40 PM Rating: Excellent
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Anza wrote:


But yeah, this. Certainly if you're complaining that you don't have decent gear and there are no shouts, you're not trying very hard. Even a less than 6/6 party with Bayld gear and no Delve weapons should EASILY be able to take care of a 1/1/1 Yorcia Skirmish, and it's my experience that there are plenty of Skirmish shouts, and plenty of people willing to join if you start a shout. It's not super job-dependent, and doesn't need a meticulously planned 18/18 alliance. Get yourself some Skirmish armor/weapons and you're in pretty good shape in current endgame.


Ahhh I quit before anyone did any skirmish shouts. I had a bunch of pops and could not even get 3 or 4 other people interested in going in with me. At this point I am totally burnt out on the game and have no interest in returning.
#57 Oct 10 2013 at 2:11 PM Rating: Good
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Very few were really doing much of any of that. Salvage two didn't offer much and died out not long after it was put in, if you have to use mules or pay people to get into a event it was a pretty dead event. VW was 4 mobs that made people gil. Also your out of your mind is you have ever thought FFXI was more difficult then WoW or any other MMO out there. What was hard was not dieing of boredom doing the same event/mob for the 1000th time. The groups that failed anything were mostly pugs and even pugs in WoW or other games had problems cause they were pugs, all pugs are hit or miss. Once you have the strat down which might take 2 or 3 tries after that it was **** easy. What made anything hard in this game was trying to explain every thing typing things out. I used to hate doing Nysul isle till I found a group that used vent, went from being lucky to get 5 floors to clearing 5 floors with ease. Wasn't because we were that well geared (basic AH stuff) but order lamp floors were a breeze with it.

Only reason I stuck with FFXi was it was my first MMO and WoWs art and others that copied it always seemed off. but while you might have stuck it out how many never picked it up or dropped it once they hit level cap because they got sick of chasing a carrot they knew they might never see. What really made people quit and in droves where the REM requirement that came into the game during the VW prime and carried over to Delve and all those monkey sees and monkey do. More people left because they couldn't even get into the events with out having the gear from the event or grinding out a event that they were already sick of just to see that even those weapons were not accepted anymore but were still more then enough to clear.. I and many others were turned away from delve runs, skirmish runs and whole bunch of other events because I didn't have a delve weapon. Turned away from skirmish for not having a delve weapon, the event that was to be the stepping stone to delve. All that started in the VW era of the game.
#58 Oct 10 2013 at 2:21 PM Rating: Decent
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I found VW to be fairly inclusive... way more than delve.
#59 Oct 10 2013 at 4:49 PM Rating: Excellent
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It depended on the job, blm, or blu(if they had all their spells and some times even if they didn't) were auto invite, whms not having to really worry about being good whms due to temps and so on. Point still stands it all started with VW and SE is partly to blame here too since they let to much time go by before nerfing the outside mobs down to 20mins depops not saying they didn't drop the ball. VW didn't need REMs to clear they needed people hitting the procs to refill temps. I been on many a run with all REM DDs and as soon as one person mention they had score board up the run went to crap. Delve weapons are not needed to clear delve KI NMs knowing the trick is what was needed.
#60 Oct 10 2013 at 6:25 PM Rating: Decent
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Voidwatch was easy because Voidwatch was easy. There were two ways to beat it:
1) Good DDs and competent mages
2) A well-distributed alliance of people that are willing to proc until the monster dies of boredom.

The first way had fewer job restrictions but favored RMEs heavily. The second way had fairly rigid job requirements but didn't need RMEs. If you could do the first way, though, it was much faster. If your group couldn't handle doing the first way and you tried to parse ***** anyway, that was your fault.



...but anyway, we didn't lose 50% of our server populations to the ~year of Voidwatch. We lost it to 3 months of vertical progression (Delve).

When you guys are making theories, you need to try to fit the available data.
#61 Oct 10 2013 at 7:08 PM Rating: Good
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Quitting comes down to the individual...

Here's the thing, I quit in part because the people around me were quitting, too. This led to the spiral of alliance-focused content being more difficult to engage. Byrth can say he feels Adoulin is the cause of decline due to some limited data crunching, but then I could say sticking with horizontal progression and the systems that it ran on led FFXI from that age old 500k sub yield to maybe 200k, a modest spike with Abyssea and content you could do without fielding 17 others bodies (why hello thar vertical progression), but then back down to whatever it is now. Perhaps sub-150k. Undoubtedly you had people holding out through the suck of the VW era to see if Adoulin would help the game. They were quite possibly like me, seeing friends go to other games, RL not meshing up, or just unwilling to play the social politics game and/or grinding their nose against the limited PUG scene. Enter Adoulin and, poof, more alliance content with Delve (with the pop timer nerf then segregating people on clears) and nary a reasonable and accessible low-man activity in sight. Grinding bayld wasn't fun. Its rewards certainly didn't justify the boredom and monotony. The colonization system didn't help, either, especially since a player's contribution seems too far abstract in manipulating the percentages or really feeling they're making a difference in progression. Unlike campaign where you at least knew if you cleared a wave, hey, battle won. People replacing RME only snobbery with Delve onry could've been avoided, sure, and we'll be in agreement SE's ****** up on that scale. I just find it a bit fallacious to blame something that's obviously worked for other MMOs when I can look past it and see the player requirement issue that's also plagued those other games with the insistence of large-scale content. XI, sadly, lacks the tools they have to get people together more easily. So, why pay for content you'll never see?
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#62 Oct 10 2013 at 8:02 PM Rating: Good
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When Lakshmi merged with Garuda, we had regular JP primetime spikes of about 2000 players. When Adoulin came out, we were still breaking 1500. Now we peak at 700. You can argue about how the alliance focus of events drove you and about 25% of the server away if you want, but we lost half of all characters after that point, and we lost then in a three month time span. Three years of minor attrition vs. three months of exodus.

Your experience of disliking alliance content and quitting before Adoulin is irrelevant when talking about the exodus of people that did not tire of alliance content and quit before Adoulin. Even ignoring the fact that Adoulin has only introduced one alliance event (which people do in shout groups), how can you continue to bring it up? It is very obviously not the issue.
#63 Oct 10 2013 at 9:17 PM Rating: Good
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Or they could have left cause of the REMD being needed to get into groups. People got sick of it and left in droves. The people without REMDs and soon after was just delve weapon only far out numbered those with at the time the drop started. Not being able to do the content will drive people away from the game faster then anything else. And after the bump we got with abyssea of NOT needing 17 other then the drop off after SoA came out and the sift back to it before any other new low many content was brought in is proof of it. The REM folks can rattle on how they left when they were demoted but the people with out left before they did.
#64 Oct 10 2013 at 10:31 PM Rating: Good
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RavennofTitan wrote:
Or they could have left cause of the REMD being needed to get into groups. People got sick of it and left in droves. The people without REMDs and soon after was just delve weapon only far out numbered those with at the time the drop started. Not being able to do the content will drive people away from the game faster then anything else. And after the bump we got with abyssea of NOT needing 17 other then the drop off after SoA came out and the sift back to it before any other new low many content was brought in is proof of it. The REM folks can rattle on how they left when they were demoted but the people with out left before they did.

Indeed, part of what I was trying to say. The rest lies in the implication that people didn't quit before Adoulin hoping they'd have things to do with its launch, as losing touch even for a month or so can **** up your social circle. That isn't at all singing the praises of the VW/Legion era, but perhaps more a testament that some didn't want to give up the overall investment in the characters until after seeing The Next Big Thing For The Game(tm). Delve's rewards aren't the problem. They do give players things to chase without so much of the RNG element. The problem is getting into Delve when you want to and not pulling your hair out because someone's an idiot, *******, elitist, or whatever. This is a problem all MMOs face, of course, but instead of something like XIV pulling from potential 13 7000+ member servers in a DF cluster to match folks up with a fair minimum requirement in mind, you're stuck to one with a sub-1200 online population where people further want a sub-15% of that just to hopefully guarantee success and not waste time. Hey, **** that 85%, right? They must not care about the game enough to invest properly or something.
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#65 Oct 11 2013 at 12:21 AM Rating: Good
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I just find it a bit fallacious to blame something that's obviously worked for other MMOs.


FFXI has built itself up as a game that doesn't adhere to the vertical trend and that attracted people who were either grandfathered in pre-WoW or simply preferred a horizontal game. It's simply a matter of design philosophy. Vertical games like XIV have their fair share of trouble and you need only go to the OF to hear all the complaints about lacking content. And that's a new game with hundreds of hands on deck!

You cannot change design philosophy 10 years into service when the only people left are people who really, really, really like your game. If a player wants a vertical game, tons of steaming piles of F2P garbage are waiting for a new recruit. What has allowed FFXI to stand the test of time is not being a gear ladder and keeping you busy grinding out sets. People have invested years into their characters and to suddenly toss that out for very shallow, new content is exactly why people have decided to quit.

Nothing holds any real weight and future content will merely invalidate more content and any sense of accomplishment.

Even if the expansion was garbage (think WOTG), you had other things to do you could putt putt along doing those things. Adoulin simply informs you that all those other things are a huge waste of time, thus hastening the quit.




Edited, Oct 11th 2013 2:32am by SparthosofLakshmi
#66 Oct 12 2013 at 7:09 PM Rating: Decent
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I really need to get into skirmish. Got turned off though because my best geared classes weren't really smiled uppon and my whm isn't top of the line in terms of gear. Although, I believe BLM is getting more popular ( I think mainly because BLM can do some nasty damage with low tiers if geared well, friend reported 2k stone 1's lol ).

But for the most part I've been doing the other stuff mainly that doesn't require other people mostly. Like farming the new JSE stuff, leveling subs I should have leveled long ago, ect. Game feels lonely though now. Exp with most of my linkshells empty most of the time. =/

Edited, Oct 12th 2013 9:10pm by Kittsune
#67 Oct 12 2013 at 11:35 PM Rating: Good
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Yeah, can hit over 2k stones on the double-magic-damage targets in there (the ladybugs, funguars, and snapweeds, particularly)
#68 Oct 15 2013 at 3:11 PM Rating: Good
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SparthosofLakshmi wrote:

Even if the expansion was garbage (think WOTG), you had other things to do you could putt putt along doing those things. Adoulin simply informs you that all those other things are a huge waste of time, thus hastening the quit.


yeah this is it. I never minded not being the best - but having pretty much nothing to go after anymore killed it for me. Before, I could be about 90% of the best. Now I feel like there is nothing for me to do to even get within 50% of the best.
#69 Oct 17 2013 at 9:05 AM Rating: Good
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Definitely agree with Sparthos on this one. Everything he's said is right on the money.

They basically took 10 years of this game's history and took a huge dump on it, beginning with Abyssea and Voidwatch, but Adoulin was the deal-sealer. Vertical progression killed this game. It may be possible to implement vertical progression in a way that wouldn't have killed FFXI, but they didn't. They screwed the pooch, and their implementation of vertical progression is directly responsible for the dying state of the game right now.

Edited, Oct 17th 2013 8:05am by Pergatory
#70 Oct 18 2013 at 1:38 PM Rating: Excellent
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Okipuit wrote:

Good morning,

We understand that some of you would prefer having more equipment choices made available through various content. Moving forward, a variety of new equipment will be implemented and this will give you more options to choose from laterally. We'll be introducing new content where this equipment can be obtained, and we'll also be adding them to existing content as well.

We know you're all interested in the artifact armor revamps as well, so we'd like to let you know the latest development is that we plan to set their item levels to be the same as geomancer and rune fencer AF.

http://forum.square-enix.com/ffxi/threads/37580-servers-way-more-empty-now-Still-doing-the-linear-gear-climb?p=474684#post474684
#71 Oct 21 2013 at 11:55 AM Rating: Good
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Pergatory wrote:
Definitely agree with Sparthos on this one. Everything he's said is right on the money.

They basically took 10 years of this game's history and took a huge dump on it, beginning with Abyssea and Voidwatch, but Adoulin was the deal-sealer. Vertical progression killed this game. It may be possible to implement vertical progression in a way that wouldn't have killed FFXI, but they didn't. They screwed the pooch, and their implementation of vertical progression is directly responsible for the dying state of the game right now.

Edited, Oct 17th 2013 8:05am by Pergatory


Sorry to say much of that 10 years of content was already dead and abandoned long before SoA vertical. Also as been said before but there was a Increase in population with abyssea and VW went back to the mosly 1% drops with sidegrades being the bulk of it.

Really this most likely would have happen either freaking way just the excuse would be "well all we are getting is more side grades so i'm going to quit". I bet if you dug around on these forums you would find just as many threads complaining about how much all the side grades suck and so on. It's a 11 year old game that hasn't gotten any graphics update like EVE or EQ still tied down by outdated hardware and SE released a new shinny that looks better and has everything they want out of a modern MMO(the duty finder real instances etc.) I still think 14 might be in for the same fate as many of the wow clones but if SE is willing to push out content faster then they are now they might have a shot.
#72 Oct 21 2013 at 12:25 PM Rating: Decent
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RavennofTitan wrote:
Pergatory wrote:
Definitely agree with Sparthos on this one. Everything he's said is right on the money.

They basically took 10 years of this game's history and took a huge dump on it, beginning with Abyssea and Voidwatch, but Adoulin was the deal-sealer. Vertical progression killed this game. It may be possible to implement vertical progression in a way that wouldn't have killed FFXI, but they didn't. They screwed the pooch, and their implementation of vertical progression is directly responsible for the dying state of the game right now.

Edited, Oct 17th 2013 8:05am by Pergatory


Sorry to say much of that 10 years of content was already dead and abandoned long before SoA vertical. Also as been said before but there was a Increase in population with abyssea and VW went back to the mosly 1% drops with sidegrades being the bulk of it.

Really this most likely would have happen either freaking way just the excuse would be "well all we are getting is more side grades so i'm going to quit". I bet if you dug around on these forums you would find just as many threads complaining about how much all the side grades suck and so on. It's a 11 year old game that hasn't gotten any graphics update like EVE or EQ still tied down by outdated hardware and SE released a new shinny that looks better and has everything they want out of a modern MMO(the duty finder real instances etc.) I still think 14 might be in for the same fate as many of the wow clones but if SE is willing to push out content faster then they are now they might have a shot.
Dynamis, Limbus, Einherjar, Salvage, Nyzul, Voidwatch, Meebles, Abyssea, and even Sky were still popular (or at least alive) before Adoulin. I'm not sure about the state of WoE at that time. Those events all had best-in-slot pieces or important situational gear for many jobs. Not all of them are completely dead now, but the amount of gear you need from them now is much, much lower.

FFXI has been all about situational sidegrade gear for a pretty long time. I'm sure there are people out there who hate sidegrades enough to quit, but those people should have already been long gone.
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#73 Oct 21 2013 at 1:14 PM Rating: Good
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Content is effectively dead for an individual the moment they no longer have gear to acquire from it. This happened then. It happens now. The list can be a mile long and it still applies. It didn't make the old days auto-magically better and even had its moments of job bias depending on the event and your own likes. New content is better for everyone. Making us do the same old crap again, not so much. I'll never understand why some refuse to accept that the period between Abyssea and Adoulin was its own quagmire of nothing to do for a lot of people, thus many phoning it in if the expansion hype train wasn't enough for them.
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#74 Oct 21 2013 at 1:42 PM Rating: Good
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Seriha wrote:
Content is effectively dead for an individual the moment they no longer have gear to acquire from it. This happened then. It happens now. The list can be a mile long and it still applies. It didn't make the old days auto-magically better and even had its moments of job bias depending on the event and your own likes. New content is better for everyone. Making us do the same old crap again, not so much. I'll never understand why some refuse to accept that the period between Abyssea and Adoulin was its own quagmire of nothing to do for a lot of people, thus many phoning it in if the expansion hype train wasn't enough for them.
All those events I listed had best-in-slot or important macro gear. By your definition then, that content was very much alive and well.

If you want to argue that the events were old, rehashed, no longer fun, and not worth doing, then that's a different and valid argument.
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#75 Oct 21 2013 at 2:40 PM Rating: Good
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983 posts
Yeah, but I'd also say that:
* Dynamis - Wasn't dead until you had all the relic weapons you wanted.
* Salvage/NI/Einherjar/Assault - Wasn't dead until you had all the mythic weapons you wanted.
* Voidwatch/Abyssea - Wasn't dead until you had all the Empyrean weapons you wanted.

For me, FFXI has always been about doing things better and more efficiently, because you generally end up doing any given event a *lot*. Min/maxing against Greater Colibri at 75 made sense, for instance, because anyone going out for merit parties during that time period would be killing a lot of Greater Colibri. Being slightly more efficient had large repercussions in the long run. Maybe it wasn't worth upgrading a Relic weapon just to grind Colibri at little bit better at 75, but upgrading RMEs was kind of worth it at 99 when they were so much easier to get and Voidwatch was essentially a DD gear check.


Here is what I did between Abyssea and Adoulin:

Some people look at farming coins in Dynamis and see it as a boring task that they'd have to do for 2 months if they wanted a relic weapon. I took it as a challenge and tried different strategies, getting much better as time went on. At first I did the simple EP proc+kill that everyone else did in cities (~90-100 coins). Then I switched to using AoE WSs in cities (~120 coins). Then they unlocked CoP and I moved my AoE WS kill method out to CoP zones (~200 coins). Then they nerfed that and I switched to single-target kills without a sub, varying the zone (~180 coins average). Finally I settled on top-floor Tav with a sub as my farming location of choice (~230 coins average). As time went on I got better at dealing with links, managing my mule, avoiding TP moves, proccing, dealing with claim competition, THing things, and just killing as fast as possible. I'm sure I still have room for improvement, but the yield of my last Dynamis run (the only one with Terpsichore 99) increased to over 3x what it was when I started (~100->330). The replay value of farming Dynamis was very high for me, and I'm sure that I would still be improving if I was still farming it. I never made my mule a melee build or tried /DNC on my mule, for instance.

Salvage is a similar story to Dynamis. Before Salvage v2 I used to try for personal best Alexandrite/minute zipping through SSR on DNC/NIN + WHM/THF. I tried different boss strategies, different subjobs, different NM paths, etc. to maximize Alexandrite yield en route. I also capped myself out on Salvage v1 gear. After Salvage v2 came out, I just farmed plans like anyone else and got gear while continuing to farm Alexandrite. I did keep track of my best times, but it was less important than how many plans I got per run, whether I got a useful 45, etc. The replay value of Salvage v1 and v2 was high for me, though I'll admit that I go much less frequently now that I don't have access to a third account that I can enter myself with.

Voidwatch was a boringish zerg fest, but it's still a zerg fest that you can do better or worse at. I took Ukonvasara and Ragnarok to 99 during this period and used them to crush things in Voidwatch. If a group could pull me down to 25% of the parse without doing something stupid like putting me in a bardless party, then they could kill anything in Voidwatch. In a good Voidwatch group, you needed exactly two magic procs per kill and the Blitz would take care of the rest of the lights. I've killed Provenance Watcher without any procs before Adoulin. Those fights were fun.


And here's why I think that Abyssea to Adoulin was a failure for the average player:
I could do most of these events because I had a dualbox account. That was really the primary weakness of Abyssea to Adoulin. It wasn't the prevalence of RMEs, the lack of lowman content, etc. It was just that healing jobs became so mindnumbingly easy between 75 and 99 that people could comfortably dualbox them. MP efficiency did not matter for anyone with a two week old level 99 WHM mule. Get WHM legs +2 and a few pieces of Refresh gear and you're good to go. I did all my farming with my mule /BLM because I wanted Warp and didn't need /SCH or /RDM's advantages.

I farmed my first level 90 Empyrean by calling in every favor that anyone still playing had ever owed me. When it came to build Ukon, I had no favors left and reactivated a friend's account that was already on my token (with his permission). If I didn't have that option, I doubt I would have ever finished Ukon and may not still be playing. I had so much fun building Ukon that I kept the account active and built Terpsichore, Ragnarok, Daurb, and Gjallarhorn and took them all to 99.

If healing in current events had been as hard as being a RDM in Salvage v1 at 75, there would have been no stratification of the FFXI social structure between dualboxers and not because the number of dualboxers would have been very low. It would have been so unenjoyable for me that I wouldn't have wanted to do it. By making healing jobs super easy to play, they dualboxing more viable. Dualboxers then crashed the currency markets to levels that made real duoing unsustainable in terms of reward/hour, and overall more RMEs were doubtlessly made because of the extra currency they brought into the market. This increased the number of RMEs and subsequently made them part of the DD standard for later content.

I used to be impressed when LFGed on WAR and got support in a merit party that let me go all-out and ride Hasso/Retaliation (with other DDs doing the same). I can count on one hand the number of times that happened in the hundreds of merit points I collected and thousands of merit mobs I killed. The few times it happened were generally a combination of a good healer (WHM/SCH or RDM/WHM) and a good bard that potentially had G-horn, along with a good COR. Point is, it was rare and represents a higher level of support against a lower difficulty enemy than we see today even in Delve runs. These days I toss two Ballads (out of the 3 I have access to) on the back line, the COR probably doesn't bother to use Evoker's, and we cruise on through Delve with DDs that don't know how Seigan works and absolutely no MP issues.


Edited, Oct 21st 2013 4:43pm by Byrthnoth
#76 Oct 21 2013 at 2:42 PM Rating: Decent
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589 posts
The amount of gear you needed from any of those was the same as it is now. Except abysea those other events offered at most 1 good piece with the rest being sidegrades that weren't worth the effort and something almost as good in slot came from a easier of more rewarding event. That is the problem with 10 year old content, everyone is sick of it. Only so many time you can fight the same mobs before you just stop helping others or going after the item. The only reason sky is busy now is all the free pops. 75% of the leg work is now done for you, to build a kirin pop the only mob up there that has been worth fighting since before abyssea came out. If people had to go and farm the pops they would choose to not have fast pants over farming. it might had been worth doing on paper but dragging your self out there wasn't worth it.

That brings me to my next point people only want to fight the bosses(love, arch-omega, arch-DL etc.) not do the leg work of farming the lesser NMs cause either they have everything from those NMs or the gear is outdated. So the core group that does farm will get burnt out and refuse to do it anymore. Even getting a extra body to tag long to hold pops is like pulling teeth for much of the older content before SoA. And VW was fighting the same 3 or 4 mobs over and over.

But all that is really just a small symptom the real problem is the age of the game and how little it has gotten in terms of graphics or real game play improvements(I really shouldn't have to use spellcast to swap gear when longer macros would do what most people need it to do). Both of which FF14 is offering. I have seen so many people that were bashing 14 later go on to play it while giving the same BS excuse of the vertical gear ladder as the reason why. In reality they don't want to admit that the real reason they are leaving is it just looks so much better. I still won't play it for the reason I post above and that I will not reward a company anymore for pissing on me and letting them know it would be ok to pull the same crap again(FF14 1.0, Wotg slow development of content, SE recent offline games etc).
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