Forum Settings
       
Reply To Thread

ARR is a savior!Follow

#252 Feb 20 2014 at 10:56 AM Rating: Decent
41 posts
Hyanmen wrote:
Trellmichel wrote:

Context is key, so take GW2 vs ARR for instance: Gating is used by both titles and I can bring myself to accepting it as somewhat of a wash. However, I will say that it seems like ARR’s gating might be more of a measure to counteract the risk in having such a short amount of content in the game. SE had to completely revamp the game in a short time span and scope had to suffer. I suspect the gating will gradually be alleviated as more content makes it into the game. Gating is gating, but I do see ARR’s application differently than simply adding gating as part of a larger process requiring many weeks to produce one item (ex: Ascended Weapon)


I don't see how that would make sense. The current content will be replaced by the new content - they will not exist side by side. The old content will be cleared for story and vanity purposes but the actual volume of the relevant content with best rewards that requires gating? I don't see how there would suddenly be more of it in the future unless SE raises the difficulty level (and rewards) of the old content. I haven't heard of any plans that they would do so.

If you're not satisfied with the volume of content for the ilvl70-95 range now I don't see how you would be satisfied later on either.


I’m not sure I understand the point of your rebuttal. I should clarify a few things because I believe there’s a misunderstanding. I’m not personally dissatisfied with the scope of the game because I use all of it – crafting and main/side questing. I've barely touched endgame. I’m nowhere near the point where the amount of content becomes an issue, and given the coming updates, I doubt I ever will be. Despite that, it is only fair to admit that for months now, we've seen a lot of users complain about the lack of endgame scope in the game. I assume it is because some players prefer to focus exclusively on progressing towards endgame. I’m sure SE was aware of this as well when assessing how fast you can get to endgame and how much endgame there was at the launch of the game. It only made sense to utilize time gating to manage retention until more endgame content would be added.

The reason why I’m risking the assumption that gating may be reduced in the future is because I've read that SE is already planning to reduce the difficulty (which is a type a gating in a sense) of current endgame content when newer endgame content comes in. Given this, I think that expecting them to eventually reduce gating too is not exactly a huge leap of faith. I’m not stating it as a fact though.

EDIT: It became apparent later on that I should have defined "reduce" a little better. I've done so below :)

Edited, Feb 20th 2014 12:01pm by Trellmichel

Edited, Feb 20th 2014 8:01pm by Trellmichel
#253 Feb 20 2014 at 12:10 PM Rating: Good
****
4,175 posts
Trellmichel wrote:
The reason why I’m risking the assumption that gating may be reduced in the future is because I've read that SE is already planning to reduce the difficulty (which is a type a gating in a sense) of current endgame content when newer endgame content comes in. Given this, I think that expecting them to eventually reduce gating too is not exactly a huge leap of faith. I’m not stating it as a fact though.


That's just a product of the progression model. The gating mechanics will remain in place. They're just going to ease the difficulty and lockout periods for what players who are at current endgame would refer to as 'old content'. Extreme modes are meant to be challenging to players who are making progress through the highest difficulty content available at that time. Casual endgame players are grinding normal mode content. As time wears on they introduce new content for the hardcore players to move on to and ease the difficulty of the extreme modes for casuals to experience them.

It might seem like the gating is being reduced, but it's the same. You will just have more options for what you can do to unlock the gate.
____________________________
Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#254 Feb 20 2014 at 12:23 PM Rating: Decent
Trellmichel wrote:
Hyanmen wrote:
Trellmichel wrote:

Context is key, so take GW2 vs ARR for instance: Gating is used by both titles and I can bring myself to accepting it as somewhat of a wash. However, I will say that it seems like ARR’s gating might be more of a measure to counteract the risk in having such a short amount of content in the game. SE had to completely revamp the game in a short time span and scope had to suffer. I suspect the gating will gradually be alleviated as more content makes it into the game. Gating is gating, but I do see ARR’s application differently than simply adding gating as part of a larger process requiring many weeks to produce one item (ex: Ascended Weapon)


I don't see how that would make sense. The current content will be replaced by the new content - they will not exist side by side. The old content will be cleared for story and vanity purposes but the actual volume of the relevant content with best rewards that requires gating? I don't see how there would suddenly be more of it in the future unless SE raises the difficulty level (and rewards) of the old content. I haven't heard of any plans that they would do so.

If you're not satisfied with the volume of content for the ilvl70-95 range now I don't see how you would be satisfied later on either.


I’m not sure I understand the point of your rebuttal. I should clarify a few things because I believe there’s a misunderstanding. I’m not personally dissatisfied with the scope of the game because I use all of it – crafting and main/side questing. I've barely touched endgame. I’m nowhere near the point where the amount of content becomes an issue, and given the coming updates, I doubt I ever will be. Despite that, it is only fair to admit that for months now, we've seen a lot of users complain about the lack of endgame scope in the game. I assume it is because some players prefer to focus exclusively on progressing towards endgame. I’m sure SE was aware of this as well when assessing how fast you can get to endgame and how much endgame there was at the launch of the game. It only made sense to utilize time gating to manage retention until more endgame content would be added.

The reason why I’m risking the assumption that gating may be reduced in the future is because I've read that SE is already planning to reduce the difficulty (which is a type a gating in a sense) of current endgame content when newer endgame content comes in. Given this, I think that expecting them to eventually reduce gating too is not exactly a huge leap of faith. I’m not stating it as a fact though.


Oh, I meant "you" as a "someone".

The current endgame will become old endgame and the new endgame will take its place. Given that the current endgame will be the old endgame in 2.2, it makes sense to remove the gating mechanics. The new endgame will serve as the gating content until the cycle repeats itself.

There are no signs of the new endgame having less gating than before, or that there would be more content volume-wise. The old endgame will not ease the situation.
#255 Feb 20 2014 at 12:26 PM Rating: Excellent
41 posts
FilthMcNasty wrote:
That's just a product of the progression model. The gating mechanics will remain in place. They're just going to ease the difficulty and lockout periods for what players who are at current endgame would refer to as 'old content'. Extreme modes are meant to be challenging to players who are making progress through the highest difficulty content available at that time. Casual endgame players are grinding normal mode content. As time wears on they introduce new content for the hardcore players to move on to and ease the difficulty of the extreme modes for casuals to experience them.

It might seem like the gating is being reduced, but it's the same. You will just have more options for what you can do to unlock the gate.


Right, that's what I meant to say by "reducing". The gating system stays, but gets adjusted for higher pass-through on older endgame content (ex: reducing gate cool down time).

I think we're all on the same page now, hehe...

Edited, Feb 20th 2014 1:58pm by Trellmichel
#256 Feb 20 2014 at 12:47 PM Rating: Decent
Muggle@#%^er
******
20,024 posts
I don't think I can take the assumption that gating will be reduced over time to be a sufficient response, because I don't think I've ever seen an MMO do it?

Gating usually just takes on new forms when the backlash against the current model grows large enough.

WoW always used a lockout feature - could only be an active member of one raid a week, capping the maximum boss kills to once-each.

At times they've had wings with gating requirements (can't access wing B until you clear wing A). At the worst periods (when the drama was most fun to watch), wing B also had an additional unlock date, so you couldn't access it before that date even if you had cleared wing A.

Other times they used gear gating. I remember when a boss in Ulduar (second expansion, second major content patch) had an enrage timer and health pool that made it literally impossible for players to progress past him until they nerfed him. And by literally impossible I mean "using the absolute BiS gear with perfect rotations and assuming the minimum of tanks and healers, you cannot reach sufficient DPS."

Now they rank the content. You go through the content on multiple difficulties, so you have to grind your way through at least two difficulties (I think it's 3?) to cap the content.

And they've used other gating mechanisms, like having to unlock the Silthis gates as a server before you could access the raid. Plus, at that time, the raids were linear progression - you had to go through the earlier content to reach the later content, regardless of when you were starting out (THAT, at least, they got rid of in Wrath).

I dunno. I just don't think I've ever seen an MMO get rid of gating. At the end of the day, they need the content to last a certain amount of time for a certain population of players along the bell curve. Gating is really the only way to do that, short of VASTLY over-producing content.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#257 Feb 20 2014 at 1:04 PM Rating: Excellent
****
4,175 posts
idiggory, King of Bards wrote:
Now they rank the content. You go through the content on multiple difficulties, so you have to grind your way through at least two difficulties (I think it's 3?) to cap the content.

Normal 5 man < Heroic 5 man <~= LFR 25 man <~= Flex <~= Normal 10+25 < Hardmode 10+25

Most current content in WoW going forward has 5 or more tiers, but they are in a different position than XIV. Blizz develops toward players who attack content aggressively and allow it to trickle down toward more casual players. SE is still playing catch up so it's almost impossible for them to pump out enough content even for current tier.

Edited, Feb 20th 2014 2:06pm by FilthMcNasty
____________________________
Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#258 Feb 20 2014 at 2:02 PM Rating: Decent
**
542 posts
Trellmichel wrote:
Susanoh wrote:
Generally I don't even think about any of this. MMOs are designed to keep people playing, and I know this going in. But I'm also not under a delusion that FTP games are cash grabs from evil developers who prey on their fan base while PTP games are works of art from benevolent developers that have no goal other than creating a great game for their fans. Both styles have their business model which clearly influences game design, and yes, they are both there to make money and there's nothing I or anyone else can do except find one we like and enjoy the ride.
Edited, Feb 19th 2014 9:36pm by Susanoh


I’ll assume you realize no one in this thread has made such exaggerated claims and I’ll also assume that you’re simply using hyperbole to reinforce your point. It’s evident to at least myself that MMOs aim to keep players playing. The crux of the matter is how that is accomplished and how it is perceived and experienced by players. I think there’s a false equivalence in claiming P2P and F2P “do the same thing” in this particular area.

Context is key, so take GW2 vs ARR for instance: Gating is used by both titles and I can bring myself to accepting it as somewhat of a wash. However, I will say that it seems like ARR’s gating might be more of a measure to counteract the risk in having such a short amount of content in the game. SE had to completely revamp the game in a short time span and scope had to suffer. I suspect the gating will gradually be alleviated as more content makes it into the game. Gating is gating, but I do see ARR’s application differently than simply adding gating as part of a larger process requiring many weeks to produce one item (ex: Ascended Weapon)

As for grind induced monetization, I think we’re comparing peas to watermelons. In ARR, a BiS full gear set can be acquired in a matter of weeks, while 1 BiS item can take 6 months to make in GW2. Arenanet designed inordinately time consuming grind into to the game specifically to compel you to carve into that grind with your money… and a lot of it at that.

Although we’ll agree that in a black and white sense, both methods produce revenue, one method is less appealing to some on a user experience level. It doesn’t make one publisher the Messiah, or the other, the Devil incarnate.


EDIT: Sorry guys if this seems like necro-beating a dead horse. I think I've said my piece on this and won't perpetuate it.

Edited, Feb 20th 2014 10:09am by Trellmichel


I wouldn't have argued against the idea that FTP games commonly use similar tactics to keep players playing. In a FTP game, if players don't stick around, then they aren't spending money in the cash shop, so it's not the least bit surprising to see similar concepts across both models. My comments were mainly in response to the idea that games following the PTP model gives you an unrestricted game, even though restrictions can still be seen all over the place in games under the PTP model and can sometimes be even harsher than what you see under the FTP model. Heck, I didn't mention housing in ARR, but let's take a look at that. One of the most hyped features in this game's last major patch was designed in such a way that it would purposely take players three months of saving up to even have access, which had been stated by Yoshi P. Coincidentally (or not so much), content patches are meant to be on a three month cycle, so they'd have a host of new goals for players to spend their next three months doing when the time comes.

While FTP games may attempt to keep players playing by stretching content and use cash shop items as a selling point, a PTP game's attempts to keep players playing is the selling point, because if you want to complete your in game goals and it's either very difficult or flat out impossible to do so without spending several weeks/months getting there, then they've already got your money. I know I can't have everything in a FTP game without spending either lots of money or lots of time farming (if that's even an option), but I also know I can't have everything in a PTP game without staying subscribed indefinitely and having my progress held back by things like either RNG, lockouts, or grind to make absolutely sure that I always have something to do, even if I have to wait an entire week before I get to continue my progress.

I'm not saying that FTP and PTP are the same, by the way. They are just different sides of the same coin. I'm only pointing out the similarities between them that some people seem to lump with one model and not the other. Primarily that both models are highly subject to methods of ensuring that more money is spent in order to complete in game goals, and that these methods are extremely apparent throughout a game's design if you choose to focus on them.

Edit: Got rid of this last part because I finished the thread and realized three people beat me to it. Smiley: lol

Edited, Feb 20th 2014 3:50pm by Susanoh
#259 Feb 20 2014 at 3:23 PM Rating: Good
Guru
Avatar
*****
11,159 posts
Quote:
I just read through this thread, and I'm a bit surprised that with all the talk of FTP games being designed around enticing players to enter the cash shop and spend more money, that there hasn't been more mention that PTP games also make use of tactics in order to extract money from players beyond just "making a really fun game." The most obvious being placing time barriers throughout the game in order to stretch out content and keep people paying their subscription.

I'd kinda lump this concern into the, "Are you really getting your money's worth?" question I implied multiple times over a few posts. But in terms of lockouts, I've been particularly harsh on XIV's approach to them because they run counterproductive to the all-jobs-on-one-character model as well as generally being casual unfriendly if you miss a certain quota for a day/week. The common argument is that some people would level everything to 50 and max all gear in a week or so and then ***** about having nothing to do. My thought on that is to let them, but don't hold those complaints with any significant weight as they are a significant minority.

I'd be more interested in the game right now if lockouts didn't exist, crafting wasn't hamstrung, and open world endgame was actually a thing. But it's not and the lockouts/caps pretty much say, "Play only this much, thanks!"
____________________________
Violence good. Sexy bad. Yay America.
#260 Feb 20 2014 at 4:41 PM Rating: Decent
Guru
***
1,310 posts
Susanoh wrote:
PTP games also make use of tactics in order to extract money from players beyond just "making a really fun game." The most obvious being placing time barriers throughout the game in order to stretch out content and keep people paying their subscription.

This can be seen all over a game like FFXIV ARR. Running crystal tower takes maybe 45 minutes, give or take some depending on your group, but finishing a set of equipment for just one job would take six weeks minimum. There's similar barriers on tomes of mythology, or binding coil. It's no coincidence that we're playing a progression based game where progress is severely limited week by week, ensuring that players don't consume everything that the game has to offer too quickly.


You make a good point, but it really goes to the larger issue that the people who produce MMOs are running a business. Even the most gamer friendly enterprise needs to pay for its maintenance costs, developers, GMs, marketers, etc. etc. And lest we forget, the typical development time of a non-MMO masterpiece video game can be measured in years while the time players take to blow through that painstakingly made content is measured in hours. An MMO simply can't produce enough original content for months of continuous gameplay without throwing on the brakes somewhere.

The classic way, of course, is through grinding. The FFXIV 1.0 gear grind required fighting the same bosses in the exact same fight literally hundreds of times to get the treasures you wanted out of them because the drop rate was just that bad. You could go fight them as much as you wanted with no caps or limits, but you were tortured with dull repetition (winning the same fight every 20 minutes, and rolling the thousand-sided die) that served no purpose but to drag things out because there was nothing else to do. But good luck if you only had a short time to get anything done. You'd likely never see any endgame treasure at all.

So time gates are an alternative to the grind, one that's more casual friendly by far. Caps are the obvious speed bump designed to drag things out, but at least the attempts you are able to make are far more fruitful and productive with better drop rates. Not only that, but people who don't have a lot of time to play will find it easier to get help because no one can simply burn through everything in a week and cancel their sub till the next patch.

One alternative would be to let you fight all instances as much as you wanted and collect as much myth and CT drops as you wanted by drastically lowering the amount of myth you can collect, making the drop rates for gear dismally low. But that would completely alienate the casual player majority who are supporting the game financially right now, because they can't get anything in endgame accomplished with what time they have. Or, if they don't increase the grind, then they have to contend with people quitting because there's nothing left to accomplish, because the development time for content far exceeds the amount of time it takes to complete it.

Quote:
But I'm also not under a delusion that FTP games are cash grabs from evil developers who prey on their fan base while PTP games are works of art from benevolent developers that have no goal other than creating a great game for their fans. Both styles have their business model which clearly influences game design, and yes, they are both there to make money and there's nothing I or anyone else can do except find one we like and enjoy the ride.


How MMOs make their money is a choice of lesser evils for the player. Thus has it always been, thus it will always be.
#261 Feb 20 2014 at 5:37 PM Rating: Good
Avatar
****
4,780 posts
The assumption is being made that that game content for ARR will only ever expand vertically, and not horizontally. This has already been dismissed with the introduction of new systems such as Free Company housing, Roulette (If only as an interesting method to recycling content.) Treasure Hunts, and PvP.

What I am getting increasingly frustrated with, about content complaints, is that there seems to be a vein of argument that the only sort of valid content additions must be a part of raid progression or it is defunct or 'pointless' content. These kind of people I have to control myself away from wishing cartoonishly violent acts upon them - as its the most subjective and bigoted argument to make. "Content I don't' want to play is not content." is not a valid argument by any means.

It is patently obvious that the scope of content (new dungeon or game types) will expand with the depth of the content (new floors of currently existing areas.) We've an example of this with a new dungeon among hard-modes being introduced. How much more we get we obviously will just have to wait for. It may be my age, but I strike it completely odd that people are so impatient for content while we've only really had time for one content patch, and that did add quite a bit to the game. Now we've got a hot-fix that's added adjustments and improvements (Granted, not without the typically face-palming SE flaws) that makes additions and adjustments that aren't even a part of the next upcoming patch in terms of content breath.

It's often times like these that I am glad I moved to the Roleplaying community.
#262 Feb 20 2014 at 6:48 PM Rating: Excellent
41 posts
Great points all around. This forum impresses me all the time. Kudos guys.

Edited, Feb 20th 2014 7:59pm by Trellmichel
#263 Feb 20 2014 at 7:23 PM Rating: Decent
**
542 posts
Xoie wrote:
You make a good point, but it really goes to the larger issue that the people who produce MMOs are running a business. Even the most gamer friendly enterprise needs to pay for its maintenance costs, developers, GMs, marketers, etc. etc. And lest we forget, the typical development time of a non-MMO masterpiece video game can be measured in years while the time players take to blow through that painstakingly made content is measured in hours. An MMO simply can't produce enough original content for months of continuous gameplay without throwing on the brakes somewhere.


Oh, I agree. I'd like to point out too, since my last replies could come across as rather cynical, that I don't actually have a problem with either method (devs have to eat too Smiley: lol). I'd even go as far as saying that drawing out content in a well thought out way is healthy for the game, since the last thing an MMO needs is players finishing everything in a week and quitting. It's how they go about it that to me, is a strong determining factor in how much I enjoy a game. Whether PTP or FTP, I could be having so much fun playing a game that I barely even notice that the model exists, or I could run into some obvious walls that immediately remind me that "Hey, we want your money and this is how we're going to get it!" As far as I can tell, a good game (subjective, I know, but still) will be a good game regardless of its business model.
#264 Feb 21 2014 at 5:34 AM Rating: Default
Hey dudes i wanna clarify something.

Gw2 has cash shop but it's all for costumes. You can't buy gears there unless you transfer your real money into it game gold which most of ppl don't do.
Gw2 is all about costume aka skin. There is no tier gears or imbalance stats blablabla. their focus is skill based not Gears based like other games
#265 Feb 21 2014 at 6:41 AM Rating: Default
Muggle@#%^er
******
20,024 posts
Quote:
This has already been dismissed with the introduction of new systems such as Free Company housing, Roulette (If only as an interesting method to recycling content.) Treasure Hunts, and PvP.


Okay, let's be serious here, roulette is not content expansion. Horizontal or otherwise.

It is no "new" content; all they have done is tack an existing monetary system onto it as incentive to keep those dungeons running, because they chose to implement a system where it was severely important that they do so. There are WAY too few quests in the game to support something a quarter of the size of their leveling model, they have primal quests that are essentially mandatory for new players (in the sense that it's the only way to access story progression) but no other reward at all, and they adopted a vertical progression system that adds serious complications to their endgame dungeon model without a roulette.

Hard modes are a similar band-aid to the vertical progression model, but they're affecting damage at the other end (people running out of content much faster than SE is implementing it, since FFXIV is heavily gear-dependent).

I'll happily accept the others as examples of horizontal progression, but let's not be ridiculous. The roulette is, in every possible way, a band-aid on the damage from an aggressive vertical progression model. It was a good-enough solution to get me back in the game (when the lack of quests made it SUPER easy to quit the first time), but it's not a good-enough solution to actually make leveling a bunch of new classes fun, unless you really like grinding (and I don't).

The other point I'd make is that PVP and housing were both promised systems - if your argument is about a horizontal progression system as being something that's an equal focus for SE as the vertical PVE content, you really shouldn't be relying on them. They're essentially innate game systems, in development and planned from the start. They just got pushed back from release for the workload issue.

So, really, you can't be surprised that players are really worried about a vertical progression system taking such heavy precedence. Because, right now, there isn't much evidence that horizontal progression is a long term priority of SE's. And crafting, where horizontal progression would most easily be implemented, has a really aggressive vertical progression path right now.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#266 Feb 21 2014 at 6:55 AM Rating: Decent
idiggory, King of Bards wrote:
Quote:
This has already been dismissed with the introduction of new systems such as Free Company housing, Roulette (If only as an interesting method to recycling content.) Treasure Hunts, and PvP.


Okay, let's be serious here, roulette is not content expansion. Horizontal or otherwise.

It is no "new" content; all they have done is tack an existing monetary system onto it as incentive to keep those dungeons running, because they chose to implement a system where it was severely important that they do so. There are WAY too few quests in the game to support something a quarter of the size of their leveling model, they have primal quests that are essentially mandatory for new players (in the sense that it's the only way to access story progression) but no other reward at all, and they adopted a vertical progression system that adds serious complications to their endgame dungeon model without a roulette.

Hard modes are a similar band-aid to the vertical progression model, but they're affecting damage at the other end (people running out of content much faster than SE is implementing it, since FFXIV is heavily gear-dependent).

I'll happily accept the others as examples of horizontal progression, but let's not be ridiculous. The roulette is, in every possible way, a band-aid on the damage from an aggressive vertical progression model. It was a good-enough solution to get me back in the game (when the lack of quests made it SUPER easy to quit the first time), but it's not a good-enough solution to actually make leveling a bunch of new classes fun, unless you really like grinding (and I don't).

The other point I'd make is that PVP and housing were both promised systems - if your argument is about a horizontal progression system as being something that's an equal focus for SE as the vertical PVE content, you really shouldn't be relying on them. They're essentially innate game systems, in development and planned from the start. They just got pushed back from release for the workload issue.

So, really, you can't be surprised that players are really worried about a vertical progression system taking such heavy precedence. Because, right now, there isn't much evidence that horizontal progression is a long term priority of SE's. And crafting, where horizontal progression would most easily be implemented, has a really aggressive vertical progression path right now.


Is there some kind of implicit claim here that horizontal progression systems don't come with their own complications and issues that require band-aids and cause damage?

It should be obvious that in the real world nothing comes without its own unique flaws as perfection is a mere utopia, and what is "better" comes down to preferences more often than not. All of us can argue that there is a system that is perfect to us as an individual, but when we remove that subjective point of view and start arguing objectively the arguments fall apart.

Edited, Feb 21st 2014 3:56pm by Hyanmen
#267 Feb 21 2014 at 7:12 AM Rating: Decent
Muggle@#%^er
******
20,024 posts
No, horizontal models can also have their issues, but these are issues fundamental to the two possible Vertical progression systems:

1. You can just endlessly create vertical systems that require players run old systems to reach new ones, therefore ensuring that only the absolute top players are ever running out of content. The downside here is that new players are essentially stuck in the past for a LONG time. This is what Vanilla and BC WoW had.

2. You can replace the current tier of content with new content (or maybe you're smart and you maintain more than one tier of current content and you just replace the content from the top down, so only the lowest tier becomes irrelevant with each patch). That system exists to let new players more quickly access newer content. But it obviously also increases the population of players at risk for running out of content in one period.

That's really all you can do, and option 2 has become the more popular option for really obvious reasons (you get a lot more people playing the game when accessing content isn't so hard).

Horizontal systems can also have content issues, but their issues are more directly linked to the specific implementation of that system (and they'll almost certainly require band-aids as a result), but they're not systemic in the same way as a vertical progression system's.

Their BIGGEST issue is usually about how to turn a vertical progression "cap" in one area into natural progression into a horizontally focused one. But that's most commonly a problem when developers try to create horizontal progression systems by lining up vertical progression systems horizontally, which does not work.

I'm really worried, though, because that's what it looks like FFXIV is doing, to me. Crafting is horizontal progression of a character, sure, but it's so incredibly focused on its own vertical progression, which creates the need for the band-aid effect, instead of focusing on horizontal progression potential.

I don't know how PVP works in XIV, but in games like WoW, it's not horizontal progression. It's simply a second system of intensely vertical progression. These are very different things.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#268 Feb 21 2014 at 8:02 AM Rating: Good
Avatar
****
4,780 posts
Quote:
It should be obvious that in the real world nothing comes without its own unique flaws as perfection is a mere utopia, and what is "better" comes down to preferences more often than not. All of us can argue that there is a system that is perfect to us as an individual, but when we remove that subjective point of view and start arguing objectively the arguments fall apart.


Which is why I won't entertain or field augments that make use of preference as a priority above others. The unsatisfied minority will always speak louder than the satisfied majority.

As far as the matter of calling Duty Roulette no new content. I disagree. Boss Rush Modes in video games essentially add little as far as additional coding, but arrange existing portions in such a way that adds new flavor to old content.

Roulette does add additional monetary incentive to aiding others through older content, but does so in a way that makes it seem like gambling. Sometimes, you strike it lucky, and get Ifrit. Other times you might get really unlucky and do Braflox.

Anyways, the talk about horizontal progression is a bit early. FFXI did not truely entertain horizontal progression until the level cap of 75 and we're at 50. If we were pushing horizontal progression now, I'd be very concerned.

What I see being created here in FFXIV is the groundwork for a branching progression through the levels, each topping off at different levels of performance.

The Raiding Path will yeild best results first and will encourage players to partake in battle content as it goes up.

The Currency Path will be a secondary reward for raiding to insure loot drops and bad luck doe not eliminate progression, but also rewards players who play on the more casual end by giving them gradual access.

Then the Crafted Path which primarily serves as Entry-Level raiding gear but services for most content up to the higher current raids.


I would like to see them expand these methods so that there are multiple Best In Slot possibilities that encompass a range of activities, however, I do not expect horizontal progression until much, much later on in the life cycle. When FFXI really got into sidegrade expansions it was done on the presumption that 75 would be the highest level cap, and disenfranchised a lot of players when they did inevitably raise it.

I am fairly certain Yoshida wishes to avoid that by not touching on it until the 99 level cap, for better or worse that may seem to some.

Honestly, if there are enough extra-curricular activities within the game to entertain and distract from the Raid Progression, I'm fine with that. Currently I do not believe there is enough, nor do I believe there will ever be enough for players who wish to focus on progression content alone - that is the primary argument for horizontal progression so early.

I happen to enjoy what progress my Free Company is taking. We have not even made Coil our primary objective yet, due to progressively gearing our team upwards rather than skipping sections. (We're currently getting Garuda Extreme down on farm before moving forward while working on CT/Myth gear.) We have no intention of pushing through it all quickly, and that's seemed to work really well with alleviating the burnout potential of the content.

But we also have other activities to keep us occupied as well, so take that with a grain of salt. I find the most enjoyment in MMORPGs in groups that placed some focus on user-generated content. Those who seem unsatisfied with the game, with rare exception, also do not seem partake in such things. However, that is another tangent all together.
#269 Feb 21 2014 at 11:04 AM Rating: Default
Muggle@#%^er
******
20,024 posts
Quote:
As far as the matter of calling Duty Roulette no new content. I disagree. Boss Rush Modes in video games essentially add little as far as additional coding, but arrange existing portions in such a way that adds new flavor to old content.


C'mon, that's crap and you know it. Players don't see these systems and think, "YAY! This is a fun new spin on the content!"

At the very best, all these systems have EVER done is make the padding mechanic slightly more bearable. It's cool if there are a few players who actually like this, but I've literally never seen a gamer say, "Wow, I'm happy this dungeon is current again."

No, when they introduced the mechanic into WoW, it became the "GOGOGO" mechanic - the same thing you see in WoW. That thing that players want to finish as fast as possible, because it's boring as hell, but it's the gating mechanism on progress.

I really don't see much room to argue here. It's an aggressive system to pad content and gate progress; that's all it has ever been, that's all it ever will be, unless they start building dungeons that have deep random generation features.

Quote:
Anyways, the talk about horizontal progression is a bit early. FFXI did not truely entertain horizontal progression until the level cap of 75 and we're at 50. If we were pushing horizontal progression now, I'd be very concerned.


There's a really significant difference here, and that is notably the ilvl scaling. Gear inflation is pretty massive right now. You have people wearing gear that's essentially 30 levels higher than what they're going to ding cap with, and we're only two patches into the game. That's a BIG problem if you want to talk horizontal progression, because horizontal progression isn't about adding non-combat systems. It's about creating different avenues of content across all the play fields; different ways to PVE, different ways to PVP; different non-combat systems, or even adding fundamentally different combat systems.

With systems like these in place, you are FORCED to raise level caps, because you can't just endlessly build the ilvls to the points where leveling itself becomes futile. The entire progressions system breaks under itself.

So they really only have one choice - keep building up the vertical progression, using their roulette to pad and gate gear progression, and then do the level-cap-raising expansion thing, where all the current content becomes "old" content to be accessed via roulette, if at all.

Does FFXIV use a different PVP gearing system from PVE? If not, it'll REALLY quickly hit the same issue WoW had back in Vanilla, which is why Blizzard split those gearing progression pathway.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#270 Feb 21 2014 at 11:24 AM Rating: Excellent
Note that they introduced iLvl to FFXI as well with SoA, since the cap is permanently 99. But the inflation is much lower. The highest you can get at the moment is ilvl 119. I think.

But a lot of things are checked at lower numbers in XI. You don't see tanks running around with 8000+ HP in that game.
#271 Feb 21 2014 at 11:46 AM Rating: Good
Muggle@#%^er
******
20,024 posts
I'm actually really confused by the level of inflation in FFXIV.

Stat inflation is typically used as a dual gating mechanism and progression monitor for the player. Yeah, they like seeing bigger numbers.

Thing is, they see bigger numbers relative to the scale. The better item is the better item is the better item. You don't think of it in terms of "it's twice as powerful!" You think of it as being more powerful, period. And as long as you can get more powerful gear, that progression meter works. So there's no reason for high inflation there, all that matters is that the numbers are going up.

The other thing gear inflation revolves around is gating. Not necessarily hard gating (pure gear check fights), though that's quite common. But it also serves as a filter for skill. Your most hardcore players get through earliest, because they can squeeze out the most from their stats.


FFXIV definitely has some gear check fights. So then I find the hard gating coil mechanism's introduction confusing. I'm not sure adding another gating mechanism there was necessary? Though I suppose it could mean that more players were clearing the content at a faster rate than expected, so they needed to add more gates to keep their healthy bell curve.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#272 Feb 21 2014 at 12:05 PM Rating: Excellent
Quote:
I'm actually really confused by the level of inflation in FFXIV.


I'm a little confused by it, too, to be honest.

It could just be that iLevel in FFXIV will always be more important/meaningful than actual player levels. To have i90 gear with level 50 players may seem odd, but ARR will have been out nearly seven months before seeing an iLevel increase. Not sure if iLevels are going up to 95, 100 or what... but if we get an iLevel increase of 5 or 10 every four to eight months -- with actual player levels brought up at expansions -- then I don't see that as crazy inflation.

Eventually, dungeons like AK, WP and Pharos Sirius will probably just become leveling dungeons and fodder for the roulette.

It's definitely a change from old-school XI (I just couldn't get into the new expansion).
____________________________
Thayos Redblade
Jormungandr
Hyperion
#273 Feb 22 2014 at 9:06 AM Rating: Good
Avatar
****
4,780 posts
Sadly, after four attempts of attempting to write a response I have to opt out. It's highly frustrating to try to illustrate my point of view, only to be interrupted repeatedly between work and personal emergencies, I'm going to have to bow out of replying.

It's frustrating, cause it's been primarily the reason why I've not been here on Zam all that often of late. Lot's going on and I've really had to cut down on distractions, no matter how pleasant they are.
#274 Feb 22 2014 at 9:51 AM Rating: Excellent
I think there would be room for horizontal growth, though, even with the current system we have. For example, i70 weapons that had bonus effects against primals, which could be farmed by people who need a little extra help through Titan HM... things like that.

I said in another thread, but I think the fact there's no gear swapping allowed during battles really limits the degree of gear progression that can take place. In FFXI, there was literally a BiS list for every single WS and ability you had, giving players all kinds of incentive to spend crazy hours grinding all kinds of content.

And Hyrist, hope things clear up for you soon.

Edited, Feb 22nd 2014 7:52am by Thayos
____________________________
Thayos Redblade
Jormungandr
Hyperion
#275 Feb 22 2014 at 12:27 PM Rating: Good
Muggle@#%^er
******
20,024 posts
Thayos wrote:
I think there would be room for horizontal growth, though, even with the current system we have. For example, i70 weapons that had bonus effects against primals, which could be farmed by people who need a little extra help through Titan HM... things like that.

I said in another thread, but I think the fact there's no gear swapping allowed during battles really limits the degree of gear progression that can take place. In FFXI, there was literally a BiS list for every single WS and ability you had, giving players all kinds of incentive to spend crazy hours grinding all kinds of content.

And Hyrist, hope things clear up for you soon.

Edited, Feb 22nd 2014 7:52am by Thayos


I can't help but feel that fight-specific gear would absolutely suck.

And it's not really horizontal progression, imo, because it's just a secondary gearing option for existing content, in the context of an existing progression system. It's adding a single point stopgap designed to make up for a skill deficit. It's not horizontal progression, because it's not an actual alternative gearing pathway. It's not a branching system.

It would also really suck.

I mean, essentially there's two options:

1. The primal gear has the same stats as non-primal gear, plus additional effects to help the less-skilled players clear primals... effectively making the non-primal gear absolutely pointless for any player to get.*

2. The primal gear has lower stats as non-primal gear, plus additional effects making it more powerful for primals. This is undesirable because we're talking about players already lacking the skill to clear the content, which means they'll be farming an alternative set of gear just to clear primals... leaving them without the base of gear needed to access later content unless ALL their gear is replaced with Primal gear... If not, it means they need to farm a full set of the regular gear just to continue onwards.

That's not horizontal progression; it's a looping vertical progression system.

*OR getting primal gear would require getting the normal gear first, in which case this would be firmly vertical progression - it would just be a step that the more skilled players could skip (which is common anyway).

And if it's just gear that players would largely want just to make their primal runs quicker for the daily roulette or something, it's not really progression; their character hasn't meaningfully progressed by coming into possession of the gear, because it's not gear that's particularly desirable for anything but letting them clear stale content faster.

I guess the point is that it's not giving them access to something new, which would be the realistic measurement of progression. And it's just not healthy gear design; there's nothing fun or exciting about gear with super limited effects.

Gear that augments your abilities in fun/interesting ways, sure. But then it's still just a BIS game as long as a vertical progression system is in place.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#276 Feb 22 2014 at 4:27 PM Rating: Excellent
Yeah, those are good points. That would kind of suck.

Quote:
And it's just not healthy gear design; there's nothing fun or exciting about gear with super limited effects.


I do disagree with that statement, though. Especially in FCs like mine where people repeatedly do content to help each other out, having gear that's made for specific types of content would actually be very awesome... and adding in quests or other content to get that gear would also be very cool... a kind of side quest as you climb the ladder, but completely optional.

Instead of doing this with gear, though, what about CoP-style items that could make certain boss fights easier? I'm thinking CoP-style consumable items that could nullify AoE damage for short periods of time, or weaken a boss monster's defense, etc... These items could be obtainable through questing, farming dungeons, FATES, crafting (or a combination of any)... could be a shot for the economy, too, because people would certainly use them for fights like Titan HM.

I'd rather see items like that introduced to the game than nerf content (or have an echo buff).

That's not horizontal progression, either... but would still give people more to do as they progress vertically.

Edited, Feb 22nd 2014 2:31pm by Thayos
____________________________
Thayos Redblade
Jormungandr
Hyperion
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 159 All times are in CST
Anonymous Guests (159)