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#103 May 30 2014 at 12:03 AM Rating: Good
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Susanoh wrote:
Today that synergy just doesn't feel like it's there any more. A lot of useful materials can be bought straight from NPCs, removing the need for gatherers on every one of those items. The same goes for armor for combat jobs. Between quest rewards, NPCs, and dungeons, a combat player can easily make his or her way through the game with zero assistance whatsoever. Crafters and gatherers commonly level up primarily through guild leves, which reward ludicrous amounts of experience points for those jobs and involve no interaction with other players. Where in 1.0, I was carefully building up to crafting a bronze haubergeon in order to sell it to fund my craft further, in 2.0 I realized the most efficient way to level by far was to spam HQ leve items to 50. When I first discovered you could spam the same leves over and over in 2.0 and hit 50 with next to no time investment, I thought it was a glitch. I actually made a thread about it here, some of you may remember. Smiley: lol I was shocked to learn it was actually this way by design. At level cap it's basically the same thing. Crafting and gathering are now for fun, little side content for people who like them but don't really have an important place in the grand scheme of this game, which is kind of sad considering that was one of the most interesting aspects of 1.0 and it's been reduced to the same worthlessness that one might expect from any run of the mill MMO.


To be fair, the crafting system in 1.0 was unbelievably barren. I played 1.0 for about 5 months, and in that time I think my highest crafts were at around 32-35, and I crafted A LOT. I also didn't bot craft, which was the big fad in 1.0 since cheating was rampant and SE just didn't have the manpower to tackle that and try and fix the sinking ship. But if you were an honest crafter, the grind was pretty ridiculous. I remember literally craft-grinding for a 4-5 hour period while I watched Avatar on Netflix (the animated series, not the god-awful M.Night Suck-a-thon movie) and being lucky to gain a level in the 30's. The grind was horrendous and insanely tedious, let's not forget that.

However, I completely agree that when I got into XIV and started crafting, I was absolutely shocked at the XP I got from leves. I too thought it was an exploit, and even went so far as to report it to SE because I thought I was cheating the system or something. Smiley: lol So you aren't alone in that regards.
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#104 May 30 2014 at 2:11 AM Rating: Decent
Seriha wrote:
And yet we have some, not just me, going, "That's it...?" in terms of pending patch content.


The "That's it...?" people would still exist if SE pumped out 3x as much content. The fact is SE knows what kind of content volume they need to deliver (they have all the statistics). Surely that volume has some people going "That's it...?" but when you realize you can't silence all of these people it makes perfect sense to keep the status quo.

SE is the top dog in the industry as far as content volume is concerned. To what expectations these "That's it...?" opinions are based on, I'll never know.
#105 May 30 2014 at 5:30 AM Rating: Good
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There will always be people who are not happy no matter what developers do. In this case though I think it has more to do with what type of content they are releasing rather than the sheer volume.
#106 May 30 2014 at 6:04 AM Rating: Default
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I am seeing recurring themes in this discussion about the current state of the game and how it is perceived by them.
Run of the mill
Grindy
Not enough diverse gameplay
Not attempting innovation like 1.0
Still heavily instanced

Some of those are just the nature of an mmo, P2P or not. And some can be addressed if SE wanted to. There are two fundamental differences between the original game and ARR. Original was a quasi sandbox/themepark. ARR is a themepark. Which is better? That is in the eye of the beholder. One thing for certain is that the original game is not coming back for the most part. Imo the original had better ideas and synergy between systems but was cumbersome. Where as ARR is more standard ideas, less synergy, but streamlined.

@LebargeX
The nature of an mmo says hello to you. As others have said. Just do what you enjoy and not because some ulterior motive to accomplish something or get moneys worth. Your enjoyment and feelings come in different flavors. The first time you do something that is not fully appreciated by you. There's a slight discomfort, then it builds like a snowball gradually. The end result is a loathing if your perception does not shift.

I don't think anyone here is asking for absolute shifts in design philosophy. It doesn't have to be or need to be sandboxy Just more diverse. I think the solution is not to design things in a one and done fashion. Similar to how dungeons are done.(Normal, hard, Extreme) But shouldn't be relegated to just difficulty.

Example:
I get a chocobo mount.
Oh I can use my chocobo in battle.
Wow I can place barding on it.
Sweet, I can breed my own chocobo.

If the diversity ended there that would be fine. But the opportunity for variety would be squandered.
What would be some cool things to implement to further add diverse gameplay?

-Maybe have a chocobo circuit in Gold Saucer(Fully stat driven and automated)
-Crafter created barding
-Open world racing(Players could set checkpoint markers anywhere)
-Chocobo treasure digging

I could list more but I will refrain. The concept is to add something basic, expand, add something, expand. Apply this concept to everything. End result? Diversified gameplay experience. Oh players want more ways to get gear besides dungeons? Take concept from XI and fix the bad parts of it. Oh players want less instance? But we can't do that because of x or y. Design a few zones where you just do it regardless.

TLDR: Just create a content. Then create different reasons and ways of interacting with that content= Better rounded gameplay for the whole.
#107 May 30 2014 at 6:17 AM Rating: Good
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-Maybe have a chocobo circuit in Gold Saucer(Fully stat driven and automated)


This was the biggest waste of resources they put in FFXI, even beating out the pokemon monsters. It's so fully automated that races are happening RIGHT NOW even though the only thing anyone ever uses those zones for is hopping from one city to another. The gil amounts you could bet on the races were so low as to be pointless.

At least we actually did chocobo breeding.
#108 May 30 2014 at 6:20 AM Rating: Good
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Catwho wrote:
Quote:
-Maybe have a chocobo circuit in Gold Saucer(Fully stat driven and automated)


This was the biggest waste of resources they put in FFXI, even beating out the pokemon monsters. It's so fully automated that races are happening RIGHT NOW even though the only thing anyone ever uses those zones for is hopping from one city to another. The gil amounts you could bet on the races were so low as to be pointless.

At least we actually did chocobo breeding.

Oh I prefer fully controllable chocobo racing with open betting. The only reason I said automated was to differentiate gameplay between that and open world racing. The players who lack twitch and fast thinking would enjoy a stat driven automation. And the other half would get their fix via open world racing.
#109 May 30 2014 at 6:20 AM Rating: Good
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Hyanmen wrote:
Seriha wrote:
And yet we have some, not just me, going, "That's it...?" in terms of pending patch content.


The "That's it...?" people would still exist if SE pumped out 3x as much content. The fact is SE knows what kind of content volume they need to deliver (they have all the statistics). Surely that volume has some people going "That's it...?" but when you realize you can't silence all of these people it makes perfect sense to keep the status quo.

SE is the top dog in the industry as far as content volume is concerned. To what expectations these "That's it...?" opinions are based on, I'll never know.


Belcrono wrote:
There will always be people who are not happy no matter what developers do. In this case though I think it has more to do with what type of content they are releasing rather than the sheer volume.


Bingo. I certainly can't speak for everyone, but all I'd like to see is a focus on different types of endgame content. They don't even necessarily need to pump out more content, just change it up a bit from the status quo of primals, CT, hard modes, and Coil. Give me some more variety and less linearity, and some stuff that's not instanced. That's really all I'm looking for in terms of content.
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#110 May 30 2014 at 6:25 AM Rating: Decent
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BartelX wrote:
Hyanmen wrote:
Seriha wrote:
And yet we have some, not just me, going, "That's it...?" in terms of pending patch content.


The "That's it...?" people would still exist if SE pumped out 3x as much content. The fact is SE knows what kind of content volume they need to deliver (they have all the statistics). Surely that volume has some people going "That's it...?" but when you realize you can't silence all of these people it makes perfect sense to keep the status quo.

SE is the top dog in the industry as far as content volume is concerned. To what expectations these "That's it...?" opinions are based on, I'll never know.


Belcrono wrote:
There will always be people who are not happy no matter what developers do. In this case though I think it has more to do with what type of content they are releasing rather than the sheer volume.


Bingo. I certainly can't speak for everyone, but all I'd like to see is a focus on different types of endgame content. They don't even necessarily need to pump out more content, just change it up a bit from the status quo of primals, CT, hard modes, and Coil. Give me some more variety and less linearity, and some stuff that's not instanced. That's really all I'm looking for in terms of content.

I'm with you Bartel. I could care less about the amount if it is one dimensional or filler. I want quality and breadth.
#111 May 30 2014 at 6:41 AM Rating: Excellent
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BartelX wrote:

Bingo. I certainly can't speak for everyone, but all I'd like to see is a focus on different types of endgame content. They don't even necessarily need to pump out more content, just change it up a bit from the status quo of primals, CT, hard modes, and Coil. Give me some more variety and less linearity, and some stuff that's not instanced. That's really all I'm looking for in terms of content.



I'd like them to expand more on the Hunts system they're coming out with. Instead of say, two hardmode dungeons. Release one hardmode, one new one, and then like a pack of new hunts, be they treasure or mark hunts, and have them work towards progression in some manner.

That said, the dungeons were the favorite part of last patch for me.
#112 May 30 2014 at 7:07 AM Rating: Decent
The thing is, the open world content IS there, it's just hidden behind FATES too much.

The other day I was finishing out the Sahigan quest in Sapsa. A FATE popped up and there were a few other people there, so I said "okay sure what the hell." After we finished it, I found a Coral Necklace in my inventory. I'm guessing it will be used for a quest, but this was honestly the first time I can recall getting a random drop item for something I joined for sh*ts and giggles. I was overjoyed!

I'd like rare HNM fates like the Bad Old Days in FFXI that drop really awesome things. (Odin and Behemoth fit this sort of but they are too easy.) But unlock the Bad Old Days Of FFXI, keep the HNMs as a free for all and not something that will tear friends apart or that encourage people to buy $5000 bots to hack. The Wildskeeper Reives in FFXI fit this. A single battle could take an entire server an hour. There will be a LOT of death. But the fights feel super epic in scale, and even if you don't get a particular drop, just by getting the KI at the end you can pick a drop from an NPC later on.

Edited, May 30th 2014 9:07am by Catwho
#113 May 30 2014 at 7:17 AM Rating: Decent
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Catwho wrote:
The thing is, the open world content IS there, it's just hidden behind FATES too much.

The other day I was finishing out the Sahigan quest in Sapsa. A FATE popped up and there were a few other people there, so I said "okay sure what the hell." After we finished it, I found a Coral Necklace in my inventory. I'm guessing it will be used for a quest, but this was honestly the first time I can recall getting a random drop item for something I joined for sh*ts and giggles. I was overjoyed!

I'd like rare HNM fates like the Bad Old Days in FFXI that drop really awesome things. (Odin and Behemoth fit this sort of but they are too easy.) But unlock the Bad Old Days Of FFXI, keep the HNMs as a free for all and not something that will tear friends apart or that encourage people to buy $5000 bots to hack. The Wildskeeper Reives in FFXI fit this. A single battle could take an entire server an hour. There will be a LOT of death. But the fights feel super epic in scale, and even if you don't get a particular drop, just by getting the KI at the end you can pick a drop from an NPC later on.


I can't believe I'm ever saying I'd want HNM's and the like back from FFXI, but I agree. If they do them right, where anyone can participate (maybe make a cap so the zone doesn't explode), and it either drops endgame mats or tokens or something based on amount of participation, that would be very cool. Make them as challenging as possible. I honestly thought that's what Odin and Behemoth would be, but the gear from them was almost purely cosmetic from the start, which I think was a misstep because it trivialized them pretty quickly.


Edited, May 30th 2014 9:21am by BartelX
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#114 May 30 2014 at 9:10 AM Rating: Decent
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Catwho wrote:
Quote:
-Maybe have a chocobo circuit in Gold Saucer(Fully stat driven and automated)


This was the biggest waste of resources they put in FFXI, even beating out the pokemon monsters. It's so fully automated that races are happening RIGHT NOW even though the only thing anyone ever uses those zones for is hopping from one city to another. The gil amounts you could bet on the races were so low as to be pointless.

At least we actually did chocobo breeding.


Yeah, ironically then they did it perfectly with Monstrosity. Chocobo Racing was sadly, hindered by the capabilities of the PS2 (legitamately) so they couldn't really do much with it sadly, but if they redesigned the system it probably would be miles better. I think that's what depresses me most, the possibility is there...but SE seriously just wants to stick with the "standard" so it could be wasted potential.

Hopefully they at least go with a basic system for breeding/raising if anything and not some "Open Menu, use item, BAM raised chocobo."

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#115 May 30 2014 at 10:07 AM Rating: Excellent
I think I said this in another thread, but I really think SE should bring back "capped" open-world events like they had in 1.x, such as Behest and Caravan.

These could happen both randomly and on a script. The scripted capped events (and by that, I mean only a max of like 15 people can get the duty) would be great activities for FCs and linkshells, especially if they were to drop a small amount of myths or something that's still somewhat relevant. The random events could be the more elite FATEs, and they'd actually require teamwork and prowess on par with a boss (maybe somewhere between a dungeon boss and a HM primal).

Imagine you're in a camp, and suddenly an NPC soldier appears and says that adventurers are needed to put down Ol' Six Eyes Garblethumper?

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#116 May 30 2014 at 10:12 AM Rating: Decent
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It's why I said, they honestly had zero reason to get rid of the good from 1.x, it's honestly what made it stand out despite being an unfinished game and even Yoshi himself saying subs doubled when it went P2P so clearly what it did right it did right.

Caravan Escort just fit with the FF theme so much better, same with Hamlet Defense/Campaign, the one in ARR you can largely forget you're doing it since it's yet another FATE. Bring on the PSO2 style FATEs and we're talking.
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#117 May 30 2014 at 2:22 PM Rating: Good
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Hyanmen wrote:
Seriha wrote:
And yet we have some, not just me, going, "That's it...?" in terms of pending patch content.


The "That's it...?" people would still exist if SE pumped out 3x as much content. The fact is SE knows what kind of content volume they need to deliver (they have all the statistics). Surely that volume has some people going "That's it...?" but when you realize you can't silence all of these people it makes perfect sense to keep the status quo.

SE is the top dog in the industry as far as content volume is concerned. To what expectations these "That's it...?" opinions are based on, I'll never know.

SE pumping out 3x more dungeons in a single update won't make me happy. In fact, it's more than likely to make throw my hands up and walk away entirely. When expressing my discontent for Rift on their boards in the past, the common defense was that content came in cycles. This patch could've been the PvP patch, the next patch would be the Raider patch, and the patch after that would be useless PvE filler patch because if it's not raiding, ha ha, you suck. Tossing personal preference aside, this means something like 6-8 months are passing until it's "your turn" again if the other facets of the game don't hold appeal. So, this puts pressure on the content you do get to last that long. Usually it doesn't, hence people getting bored, raid logging, or even leaving the game entirely.

I know people love to abuse the e-word on the net when it comes to MMOs and gaming in general, but I'm a firm believer that when people are looking to be entertained, it is in the now and not three months from now. So, when I see people having to drop money upfront, I'm pretty much sold on them being entitled (the e-word, here) to their fun as long as it's not rooted in being a huge detriment to others (like botting, hacking, ganking, etc.). And since it's not exactly an industry secret that sub-15% of any MMOs user base is clearing the top tier content by the time the next comes around, this means that 85% or more of those funds are going toward things they may never see. PvP also tends to be a minority if you use games where PvE and PvP servers are a thing. So, there seems to be this twisted industry preference going on where the minorities get preferential treatment, and I don't think that's cool. We've also got Yoshi on record saying he'd be more the hardcore and would even design a "harder" game if he could, but I can't help myself but feel that despite his attempts to divorce himself from that preference, it's still guiding his design philosophy here. Hence, crafting being second-rate, no top-tier open world gear acquisition, and the inevitable focus on dungeons/raiding.

So, think of this as a roundabout way of saying the whole "patch cycle" philosophy is rubbish. The big updates need to be bringing something meaningful for everyone. I know that's dreadfully vague, and in the past I've had people try to pervert that into wanting hand-outs or other back asswards hyperbole, but that's not it. It's about having things to do and not feeling left behind. And if we're aiming even higher, it's not about big patches every 3-4 months, but instead new things being rolled out as they're ready. Such has the added benefit of keeping the hype machine rolling instead of radio silence for 1.5-2 months.
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#118 May 30 2014 at 4:29 PM Rating: Good
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I think the biggest problem in general with the themepark model where tiered progression is the most prevalent is that it is very difficult to not end up where we are today. Developers just can't keep up.

I see a lot of people mention XI having a decent balance there and I don't disagree, but there are other things that made it work. The biggest difference between the systems is that things took time in XI and they rarely made anything irrelevant so every new content they added was something people got to do ON TOP of what was already there, and many things hadn't even been cleared when new content came around. This went on for years. Generally in XIV getting things done is a lot faster and a lot of the content they add make previous content irrelevant (unless you want something for vanity) which I guess can be good in some ways, but also has its problems.

I agree with there needing to be a more horizontal progression for XIV, it is always good, but I doubt it would solve all "issues" with patch cycles/boredom and such that have been mentioned here.
#119 May 30 2014 at 5:06 PM Rating: Excellent
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I see a lot of people mention XI having a decent balance there and I don't disagree, but there are other things that made it work.


While I agree that FFXI did some things right -- including making the game feel more like a journey than a destination -- honestly I think what a lot of people claim to like about FFXI is an illusion that only seems real because we look back on it through thick, clouded lenses of nostalgia.

Grinding to level 75 in XI was boring and incredibly monotonous. INCREDIBLY monotonous. Yeah, there were some good parties along the way, but OMG, it was tedious. And once you got to 75, all there was to do for the longest time was Sky, Dynamis and ground kings (which were both monotonous AND hacked beyond belief). Sky was monotonous, too, and most of your time was spent either standing around or killing trash mobs. Dynamis, in my opinion, was fun... but the only thing that kept people coming back were insanely low drop rates on a few pieces of gear... most people only tolerated city runs so they wouldn't lose their points leads for the one Northlands piece they still didn't have after a year or two of grinding.

That was the difference between XIV and XI.

XI had gear swapping, thus far more BiS gear pieces per character, and each of those gear pieces required a super-long grind that makes atma farming seem like a Floyd Mayweather shopping spree at the Dollar Store.

It was fun at the time, sure... but I'd never want that again, nor would I wish that upon anyone else.
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#120 May 30 2014 at 5:15 PM Rating: Decent
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Thayos wrote:
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I see a lot of people mention XI having a decent balance there and I don't disagree, but there are other things that made it work.


While I agree that FFXI did some things right -- including making the game feel more like a journey than a destination -- honestly I think what a lot of people claim to like about FFXI is an illusion that only seems real because we look back on it through thick, clouded lenses of nostalgia.


I don't know if it's nostalgia mainly, since a lot of people I see mention it usually talks about how things were setup, e.g the concepts of the systems much more than experiences. For example:

ZNM, amazing HNM system, but lots of people had good/bad experiences with it, so if you say you liked it you'll quickly have people (usually those who never played it) say you're just looking ait through rose colored glasses.

Voidwatch - Amazing system, but the drop rates is what killed it. On one hand, it pumped in "useless" items to the economy which were used for gobby bags, thus prices drove way down and made things more accessible to "poor" people. On the other hand, those who got lucky ended up with gear that lasted them until Seeker's came out.

Mission Setup - Weaving an actual story into an MMO? Even to this day with XIV aside, very few MMOs has an actual tangible storyline like that. Whether you liked or hated the quality isn't really a nostalgia thing, it's like..you were actually playing a FF game with other people for the first time. FFIX did it but only for battles.

Sky/Sea/Einherjar etc - Perfect raid systems in terms of design, the only issue most had were drop rates (as usual, people hate NOT getting stuff and that's natural) but raids you can go in with 18-36(64) people? You didn't have to exclude anyone unless the event didn't let you go in with your linkshell. Stuff like that is perfect for MMORPGs, so I don't think enjoying systems like that is just looking at it through nostalgia and they weren't good at all (usually why people say you just "dont remember how **** it was" at times) it's more like when you look back, the systems themselves were great.

Much like in 1.2x, they were moving towards what they did with XI, only in a more modern fashion, which is what most people were usually saying, XI did a ton right but it was marred with the "old school" nature grind, if it was modernized properly, people would love the systems because for all intents and purposes, it still does systems MMOs of today doesn't do or do them in such a way it doesn't feel like content at all.
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#121 May 30 2014 at 5:33 PM Rating: Excellent
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Much like in 1.2x, they were moving towards what they did with XI, only in a more modern fashion, which is what most people were usually saying, XI did a ton right but it was marred with the "old school" nature grind, if it was modernized properly, people would love the systems because for all intents and purposes, it still does systems MMOs of today doesn't do or do them in such a way it doesn't feel like content at all.


I think that's the problem. Take away the grind, and the old XI systems wouldn't be what they were. The old systems worked because large groups of people were forced to keep coming back for more... but I remember the way things really were, too. Most large linkshells had to deal with constant turnover, because the minute people got the one item that kept them coming back, they were gone. There was always lots of drama over people getting what they needed, and then not hanging out to help everyone else who helped them.

I'm not completely anti-grind, by any means... but XI endgame was incredibly grindy and also logistically difficult to pull off. The biggest challenge of endgame content was often just getting to the start line with enough people who were ready.

XIV content is hardly grindy in comparison... but it also requires extremely little planning. Also, successful endgame battles are usually over in 10-30 minutes. I think XIV could benefit from becoming a little less forgiving... just not in ALL of those areas, which seemed to be the MO of content in XI's heyday.
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#122 May 31 2014 at 1:05 AM Rating: Good
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Thayos wrote:
While I agree that FFXI did some things right -- including making the game feel more like a journey than a destination -- honestly I think what a lot of people claim to like about FFXI is an illusion that only seems real because we look back on it through thick, clouded lenses of nostalgia.


The point raised by Belcrono is 100% true, there are no clouded lenses or nostalgia involved. I'm not sure why someone uses that cliche line every time someone brings up a strong point of FFXI rather than disputing the actual content of the post.

I know for an absolute fact that the point Belcrono brought up is true, because I participated in end game events and knew others who participated in end game events all the way up to Abyssea release. Before Abyssea, there were still a good deal of active linkshells for sky, sea, dynamis, limbus, salvage, ZNM, HNM, Nyzul Isle, Einherjar. They still dropped relevant equipment years later, and the challenge presented was still level appropriate years later. That's not an illusion, it's how the game was designed.

Some might prefer the way that FFXIV handles items, and that's fine if they do, but it can't be denied that one of the effects of simplistic vertical progression based on "item levels" is that it causes older content to become irrelevant quickly, both in terms of its intended difficulty and in rewards.

#123 May 31 2014 at 2:10 AM Rating: Excellent
Susanoh, if you read my whole post, you would see that I am right there with you on the impact gear swapping had on XI's endgame. That isn't lost on me in the slightest. However, I don't think having more carrots to chase is the difference between good design and bad design. FFXI was awesome, but the game used horizontal progression carrots as a crutch. A lot of the content was overly grindy and wildy boring... And I played XI from CoP launch through the most recent expansion.
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#124 May 31 2014 at 3:19 AM Rating: Good
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Thayos wrote:
Susanoh, if you read my whole post, you would see that I am right there with you on the impact gear swapping had on XI's endgame. That isn't lost on me in the slightest. However, I don't think having more carrots to chase is the difference between good design and bad design. FFXI was awesome, but the game used horizontal progression carrots as a crutch. A lot of the content was overly grindy and wildy boring... And I played XI from CoP launch through the most recent expansion.


I wouldn't say it's the difference between "good" and "bad" design either, but I would definitely say it's the difference between a game that builds up a lot of potential content and a game that lets its content go irrelevant shortly after that content is released. People are talking about how FFXIV has very little variety in terms of end game content and end game rewards, but if the game were to continue along the path it's currently on, that isn't likely to ever change. If the game continues along a path where every few months we see content that drops 10% better equipment so we can fight 10% stronger mobs (or whatever the percentages are), we end up in a situation where the only thing that substantially changes is that all previous content becomes easier and drops irrelevant rewards. The rest of the content becomes a ghost town. The game hasn't even been out a year, and I can already see it happening. When Ultima came out, I saw tons of party finder groups for it. A few months later, I haven't seen a single one in ages, yet I now see Leviathan groups all the time. After another major patch or two, I wouldn't be surprised if Leviathan is abandoned and I start seeing whatever happens to drop the latest and greatest rewards. As the game matures, more and more content will be abandoned, and years down the line instead of having a mountain of options for players to find legitimate challenge and drop appropriate rewards, we're more likely to end up with years worth of content with massive echo buffs and item level xxx gear to obliterate that content, and then maybe one or two of the latest patches that remain relevant and active for the vast majority of the player base.

Also, whether you happened to find the content in FFXI enjoyable or not doesn't necessarily change the impact that its progression design had on the game. If you replace every bit of content that you found to be "wildly boring" with content that you find to be incredibly enjoyable, but keep the items unique and situational rather than similar and tiered, you'd end up in exactly the same situation. All content from RotZ until Abyssea was created for players at the 75 cap, in terms of difficulty and rewards. This goes for everything from the easy going, available 24/7 content like sky to the half hour action packed zerg fest like Einherjar. I absolutely think developers should focus on making their content fun, but how they handle progression is what determines whether that content remains both fun and rewarding, or falls into irrelevancy.
#125 May 31 2014 at 5:09 AM Rating: Decent
Seriha wrote:
I know people love to abuse the e-word on the net when it comes to MMOs and gaming in general, but I'm a firm believer that when people are looking to be entertained, it is in the now and not three months from now. So, when I see people having to drop money upfront, I'm pretty much sold on them being entitled (the e-word, here) to their fun as long as it's not rooted in being a huge detriment to others (like botting, hacking, ganking, etc.). And since it's not exactly an industry secret that sub-15% of any MMOs user base is clearing the top tier content by the time the next comes around, this means that 85% or more of those funds are going toward things they may never see. PvP also tends to be a minority if you use games where PvE and PvP servers are a thing. So, there seems to be this twisted industry preference going on where the minorities get preferential treatment, and I don't think that's cool. We've also got Yoshi on record saying he'd be more the hardcore and would even design a "harder" game if he could, but I can't help myself but feel that despite his attempts to divorce himself from that preference, it's still guiding his design philosophy here. Hence, crafting being second-rate, no top-tier open world gear acquisition, and the inevitable focus on dungeons/raiding.

So, think of this as a roundabout way of saying the whole "patch cycle" philosophy is rubbish. The big updates need to be bringing something meaningful for everyone. I know that's dreadfully vague, and in the past I've had people try to pervert that into wanting hand-outs or other back asswards hyperbole, but that's not it. It's about having things to do and not feeling left behind. And if we're aiming even higher, it's not about big patches every 3-4 months, but instead new things being rolled out as they're ready. Such has the added benefit of keeping the hype machine rolling instead of radio silence for 1.5-2 months.


I bolded the (IMO) important parts of your text. Once again I can see that your intentions are noble, but there's quite a few points to re-assess. Firstly and most importantly, if I understood the first bolded part right you're saying that since only ~15% of an MMO's user base clears top tier content in the time it takes for the company to release new a new set of top tier content, most of the money going towards top tier content may not benefit the remaining 85% of the user base. However I cannot help but disagree with the notion that the value of the current top tier content somehow vanishes once the new set of top tier content is released. You are essentially overlooking the "trickle down" effect that is an essential part of the MMO design philosophy and in my honest opinion it is this effect that completely turns the table in favor of the majority. In ARR terms, the big updates (aside from 2.0) have all brought something meaningful for a much higher percentage of the user base than the aforementioned ~15%. The trickle down effect makes sure of that. We may as well dive into the more philosophical questions like "is it new content if it has been in the game for six months?" and so on. But like with most philosophical questions, there is no one "right" answer. It is essentially new content to those 85% of the playerbase that have not had the chance to take part in it. Surely it is better than there being nothing "different from the past" to do at all.

I also see another philosophical question lingering in your post. The age-old question, "Who deserves to be the e-top dawg?" -Plato, 365 BC. Peculiarly you argue for more ways to penetrate the top-tier content even though those particular means would not exactly make the top-tier more accessible to the majority of the user base, only other minorities. Certainly the top-tier would lose much of it's significance if everyone could get there regardless of what they do or don't do in-game. With that said, there is no reason to exclude the majority from the equation (the user base that don't have the means or desire to penetrate the top-tier content). That is because It is extremely important to understand how the majority feels about the top-tier content in the game. In other words, if the majority cannot penetrate the top-tier content and thus attain the greatest rewards, why would that be the case?

Since crafting boils down to money(=time) considering it doesn't exactly take a lot of skill to emulate the necessary steps needed for optimal results in the gameplay itself, by making crafting first-rate the devs would open the top-tier for those with little skill but all the money(=time) in the world. Since it is considerably harder to control the variables and build gameplay scenarios around open world content that is in any way different from instanced content, if the devs were to make these kinds of contents part of the top-tier they would be easy and time-consuming (to make up for the lack of difficulty). Once again the top-tier would be opened to those with little skill but all the time in the world. Not to say that SE hasn't already done this through the Zodiac saga, but I doubt that the weapons will go over ilvl110 even in their strongest form. Thus T9 will continue have the top-tier rewards.

The player mentality has changed a lot in the past decade. The majority will no longer accept that someone is the best simply because he has more time. He must also be more skilled, only then is it alright to be the top dawg. MOBA is an incredibly successful and a growing genre while MMO's continue to become stale. What do MOBA's have that MMO's don't? The gameplay is extremely skill focused, and if you are worse than someone it's because you aren't skilled enough. Time is a part of the equation, of course, but it is much easier to accept when it is not just time that a good player needs to excel.

SE is doing exactly what is demanded of them by the modern gamers, while the ancient gameplay designs are shunned. It is a different reality to people like you. In the end all you can say is that the devs don't get it, that they don't try enough, that you know better. You may continue to live being disappointed or accept the realities and move on. Most likely you will continue to make posts like the one I quoted with nothing changing in the actual games you play. It's just a sad sight to see, is all.
#126 May 31 2014 at 12:48 PM Rating: Good
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A dev simply adding more top-tier content doesn't mean the old stuff automatically becomes accessible via trickle down. Doubly so with level caps. In the end, having good gear will help you get your foot in the door, but it's reliable manpower that usually shoots down the attempts of that remaining 85% who aren't sitting in giant guilds with people who jump on demand. So, yes, while over time, that remainder may see success in part, let's not kid ourselves, being behind the curve isn't really glamorous or all that fun. By then, the stuff is "figured out" and we've got the whole "Do it this way or we'll kick you!" aspect going on, frequently with people who demand links to achievements just to know you've maybe done it before because nobody likes helping a noob or backtracking content when there's nothing in it for them. And sure, we might have someone swoop in here and say, "But I like to do that from time to time..." and I would thank them for their charity, but still assert they are not the norm.

The lack of alternatives simply swirls around itself creating toxic community elements and an overall exclusion from what's really going on in the now. As someone put a few posts up, nobody gives a crap about Ultima now. More recently, I doubt anyone cares much about Mog or the old primals barring quest requirements. Leviathan will be joining that boat, soon. Pun intended? Perhaps. I know you're not blind to what happens when new content arrives, too. People actually talk about it. This helps others learn from one another, it helps to hype, it even helps to scare. I remember when Demon Wall was the big scary. Now? Probably yawns and crickets.

Right now, it's all or nothing. Adapt or Die. There is no side activity to do instead if you missed a session with your static. Hell, lockouts are part of that problem. If you're someone who plays at off hours or has an unreliable schedule, you're pretty much screwed, too. Cite skill-based gaming being where it's at until you're blue in the face, but if you can't even step onto the field, no one will ever know how much skill you actually have. And so, when the eventual PUGs are a thing with their generally unreasonable standards, this individual will again be looked over, not because he is a scrub, but because he's been cursed to be geared like one.

Or he could have an activity or two, pick up some pieces along the way, suddenly gain ilvl appeal, and be given a chance. Or he might decide he just likes what he's been doing and sticks to that, no skin off the noses of those who spurned him to begin with. He can also meet people in similar situations, make friends that way, and perhaps come to tackle the content via that avenue. It really gets hard to paint a negative outcome to this, when the ultimate con is someone who really wants to believe they're the more skillful player has their feelings hurt because someone else could get some gear another way they deem "beneath" them. That whole "fun at the detriment of others" thing I mentioned in my last post? This is a side of it.

Inevitably, all this content will age. That's a given. Even XI content had its lifespans for as much as some want to imply it lasted longer. When the cap increases and all this stuff is old hat, do you think people will be in a rush to tackle it then? Nah. They'll want to level up and be doing the new things. This brings me back to the question if having a dozen or so 50-cap dungeons is really beneficial to us, then. Remember, speedruns and people insta-dropping things like Amdapor and Sirius. Variety of dungeons isn't intrinsically variety of content. Ergo wasted dev time, resources, and snubs to customers. Same with primals as they've been presented thus far. Is it possible SE could go too far even if they did oblige opinions like mine? Sure. However, I don't think it's the nightmare scenario you or other detractors I've encountered elsewhere would suggest. But we'll never know is nobody. ever. tries.
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