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A possible solution for boring endgame.Follow

#1 Feb 01 2014 at 7:20 AM Rating: Default
I'm bored with endgame. I'm i86 and can run coil pretty quickly on Monday. Tome collecting also goes quickly. Then what am I left with? Crafting is like a real world job paying minimum wage. I'm a 50 GS, Culinarian, weaver, and frankly I can usually buy items for nearly the cost it takes to make them on the market. Primals? After several weeks these have become boring. But I want this game to succeed.

I started a tank recently to alleviate the boredom and noticed something interesting. On pink drops, I can get multiple drops of the same armor as I repeat dungeons and the stats are different on each one. Even though the stats are different though, I notice very little difference in fighting mobs unless it's a visual thing like the extra HP you get from more vitality. This brings me to a way that we might make this game way more addictive and fun. Number one on the agenda. This is Final Fantasy. Bring back Beastmaster, but with some changes.

I started playing MMO's with Ultima Online. In my opinion this is still the greatest MMO ever created in terms of sheer fun. Here's why. One of the jobs was a tamer, very similar to FFXI's Beastmaster, but a thousand times more fun. You could actually tame many of the monsters you fought, and not just the weak ones, but incredibly hard ones like Dragons, and White Wyrms. Now here's the good part. Each beast that you tried to tame had stats. Fighting power, defense, magic resistance, agility, etc. These stats were completely different on every individual monster. You used a skill called lore to examine the beast and this led to wandering around the world looking for that best set of stats you could find on whatever beast you were trying to tame, which was VERY relevant and made the beast much more powerful. If you succeeded, you stabled and fed the beast for a week whereupon it "bonded" to you, then it was yours forever. You could fight with the beast and they were extremely powerful based on how close to perfect stats you could achieve. If they died, you could resurrect them. I spent years searching for near perfect versions of the various monsters I could tame and never got bored. But the big creatures like drakes, Wyrms, and dragons weren't the only fun things to tame. You could tame smaller creatures like hellcats, and since they were small, you could have more than one of these at a time fighting for you. This created a "pack" bonus which made them as powerful as dragons if you found enough of them with great stats. Keeping five of them alive with your "Veterinary" skill during a fight against a huge dragon was another matter, but fun as heck! and the sight of a herd of Hellcats following you around and attacking everything was epic. Finding a beast with perfect stats was considered one of the rarest things in the game and in seven years I only saw a handful of perfect ones. I myself, once had a shot at a perfect White Wyrm, but died while trying to tame it, which devastated me.....lol!

Another thing UO implemented was random stats on dropped loot. An individual piece of armor that dropped might have decent stats, and on rare occasions have incredible stats . You could even get extremely rare drops (albeit very rarely) from normal mobs. Certain dungeon mobs were known to drop certain amor pieces, but even if you obtained the piece you wanted, you always went back hoping to get one with just a little better stats, or better yet, that OMG piece which rarely dropped.

My point is this. Many people like myself get to endgame and just get bored. We want a ring from a certain endgame mob and we know exactly what that item will be ahead of time. Once we get it, the search and fun is over unless we are helping someone else get theirs. Why can't we make every single drop unique? Use RNG to change the stats on every drop. It's a way to get people to stay in the game because you never know what you're going to get. But unless you get a piece of armor with perfect stats (which to make it really interesting, the developer should make it have like a 0.02 percent of dropping), you always have something to go after and hold your breath as you open the coffer. And make these stats relevant!!!! If a mage finds a piece with 100 intelligence, his spells will be substantially better than the mage with the same piece that has 80 intelligence.
Might make the game really interesting!

Edited, Feb 1st 2014 8:22am by deniswriter
#2 Feb 01 2014 at 7:41 AM Rating: Excellent
deniswriter wrote:
My point is this. Many people like myself get to endgame and just get bored. We want a ring from a certain endgame mob and we know exactly what that item will be ahead of time. Once we get it, the search and fun is over unless we are helping someone else get theirs. Why can't we make every single drop unique? Use RNG to change the stats on every drop. It's a way to get people to stay in the game because you never know what you're going to get. But unless you get a piece of armor with perfect stats (which to make it really interesting, the developer should make it have like a 0.02 percent of dropping), you always have something to go after and hold your breath as you open the coffer. And make these stats relevant!!!! If a mage finds a piece with 100 intelligence, his spells will be substantially better than the mage with the same piece that has 80 intelligence.
Might make the game really interesting!


I understand your point of view, especially the part where you would find this kind of gameplay more fun.

However, I disagree with your idea, because I don't think the time investment should be the primary factor in being the strongest player out there. Player skill should be the decisive factor, now and always.

I disagree with your idea because I disagree that the endgame is boring. It is not boring (to me) because my playstyle is different to yours. If I don't become one of the strongest players in the game, it is because I am not skilled enough and not because I just don't have enough time to invest in a video game. If the opposite were to happen, the endgame would become much more unfair and thus unfun (to me). Personally I can deal with not being skilled enough, and those with more skill than me getting ahead.

I have no problem with some of the secondary activities favoring players with more time to play though. Housing, vanity items, achievements... I am fine with these activities taking a significant amount of time investment if someone really wants to have the biggest house with best furniture.
#3 Feb 01 2014 at 9:51 AM Rating: Excellent
I didn't look up what gear dropped from any dungeon.

Every drop is a surprise for me!
#4 Feb 01 2014 at 11:28 PM Rating: Excellent
***
2,232 posts
Catwho wrote:
I didn't look up what gear dropped from any dungeon.

Every drop is a surprise for me!


Ditto lol

To OP. I didn't read much of your post as I've seen much of it before. I think the way to alleviate the doldrums is to spread play out over a few days. If you're able to clear it that easily then making drop rates abysmal is not the answer since not everyone has an ocean of free time. Play a couple hours and log out. I keep bringing it up but FFXIV is not supposed to be the responsible for filling up every moment of free time.

I've been capping my myth or close to it....but it takes me all week ;)
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