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.
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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