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Your thought on Elite HuntsFollow

#177 Jul 25 2014 at 10:32 AM Rating: Excellent
I don't think anything is going to be nerfed... Yoshi-P has been pretty vocal against nerfing while supporting ways to make fights last longer. If this were a simple nerf (fewer seals given, etc), then I'd think they'd be able to get to this before the 29th.

Just in case, though, I'll be spamming the crap out of these as much as I can this weekend.

Edited, Jul 25th 2014 9:33am by Thayos
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#178 Jul 25 2014 at 11:16 AM Rating: Excellent
If I was SE, I would be reprogramming Hunt mobs from the bottom up to not appear on normal radar until the first time someone engages it. The current programming puts all mobile objects and immobile objects as interactive nodes in the environment that broadcast their presence to players who have the correct conditions met (e.g. mining nodes only appear to miners, but they are still set and broadcast to each client. All mob names are broadcast to each client in the zone. Etc.) There is no reason Hunt mobs have to follow this same pattern other than lazy programming.

Have the objective appear visually and be targetable, but only if the client meets the conditions of being practically on top of it. They've programmed this correctly in FFXI with the Mog Tablets, which do not appear on Widescan nor any radar apps and only seem to appear when you're in a 20 yalm radius (as opposed to the normal 50 yalm radius for targeting in that game.)

This adjustment would kill off radars instantly without spoiling hunts for everyone else. It'd also be something that would take a bit more effort to program than a simple nerf.
#179 Jul 25 2014 at 11:44 AM Rating: Decent
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Gnu wrote:
BrokenFox wrote:
I've always loved hunting down monsters (was really big into hunting NMs and the monster hunt system in FFXII) but the implementation of it is incredibly lame here. I have no desire to run these at all other than to get quick currency. It just isn't fun. It isn't so much a HUNT as it is a race to see who clicks the fastest.


Are you going out and exploring the world? Or do you just follow the coordinates in party chat?

What I see is this system has players exploring every inch of every zone, all day long. People riding around everywhere as far as the eye can see. I've stumbled on some previously unexplored areas myself, which I wouldn't have guessed was possible.

Super satisfying to be the one to find the NM first, knowing your party is going to get full participation.

Having every zone in the game suddenly by equally relevant is unique among MMO's as far as I know.
Edited, Jul 24th 2014 11:37am by Gnu

I think BrokenFox is wanting more hands on hunt mechanics. By hunt mechanics, I mean tracking, trapping, luring, spawning, better monster AI tendencies, and unique fights.

Are you going out and exploring the world or seeing the world? Or just go to coordinates?
I can go to the grand canyon and see the world just by traveling there. I can see a specific cave by using map coordinates. I can see every inch of the grand canyon If I traverse it.
Is that exploring though? Somewhat. But I can do that without getting my hands dirty or taking a hands on approach. An explorer might examine dung or remains to clarify a creatures diet, habitat, or track them. An alligator smells different than a turkey. Different creatures emanate different noises, stroll in different weather conditions or time of day.A porcupine has different tendencies than a lion when it feels a threat. A zebra might sit there still as 100 people mutilate it with little resistance, not many attackers would be hurt. A kraken will probably not sit around when being attacked and hurt the attackers more. A zebra might hoof you, a kraken might squeeze the life out of you.

The key in making hunts more hands on. Is to make the exploring/hunting more hands on without making it so time/weather dependant that most get left out. Or so monotone that it becomes a grind or means to an end.

FilthMcNasty wrote:
You're trying too hard and you're vastly outnumbered. There is a difference between the potential of an event like this and the reality.

The potential: You roam around exploring the world, seeing new sights you've never seen and doing the whole 'adventurer' thing.

The reality: There are large groups of players spread across a zone like a grid, coordinating and communicating to defeat these mobs so they can collect their reward as soon as possible.


I'm not trying to say that either route is better, but it's clear that the reality beats the potential when there is only so much to go around. Even if you wanted to attempt to immerse yourself in the hunt, you're going to get a sideways look from those who would rather divide and conquer for the sake of their time.

The only alternative is to make this content instanced. It's a glorified FATE, why not just make it a FATE and we can cut through the BS of this being new and varied content. Casual players want access to hardcore content and Yoshi and his team aren't quite sure how to find that balance. Honestly, I can't really blame them because I'm not sure it's there to be found.

Final Fantasy games have always attracted people who are into story and immersion, but the 'extremely casual' direction this crew has adopted is going away from that. Love it, hate it or be indifferent to it; it's something that we all have to accept


The potential: It is there. The problem is that it isn't so much exploring the world as it is seeing it. The adventurer lies in the heart of the person. An adventure is a mystery. When the mystery is no longer and all is known the adventure ends. It then becomes either a matter of appreciation or a means to an end. Can any mmo create a never-ending mystery? I don't think so, especially not themeparks. Thrills come and go and dull with prolonged exposure. But appreciation can last forever if the heart wants it.

The reality: Resources are mass farmed in real life and games. That is how large economies get stimulated. However, there are still people who do these things on their own driven by passion. Developers can create the parks but they can't control the minds of the people who play there ever. The only reward that could alter peoples perception of wanting to get their reward asap and be done with the content. Is to design the rewards to require occasional re-visiting content to reacquire it or re-fill it while still keeping the power of the gear relevant.

Potential beats reality when it fully realized. If you say the problem might be there is not enough to go around. Then that is what SE needs to fix. Sideways looks are fine. If they find the time to give you that look, that might be part of the reason why they themselves are not immersed. Can you truly understand and appreciate a movie by constantly looking at other people in the theater or telling Joe to keep his voice down? Maybe the movie is not their cup of tea? Maybe they should find another movie that does immerse them? Would you watch a movie you detest because it offers free drinks and popcorn over a movie you are completely enamored by if you were limited to one movie?
If this is what hunts are causing players to do. Then those rewards and movies better get revised, and pronto.

"Final Fantasy games have always attracted people who are into story and immersion, but the 'extremely casual' direction this crew has adopted is going away from that. Love it, hate it or be indifferent to it; it's something that we all have to accept."

FF has always attracted that group you say. But casual or hardcore plays no part in that. That was resigned to FFXI solely. Final Fantasy has immersed by having larger than life spectacles. This goes from every character, creature, world, dungeon, story, nook, and cranny. If ARR goes hardcore purely, it will lose many subscribers but form an identity that the remaining niche clings to. If it goes purely casual. It will gain subscribers but lose some identity and push away the hardcore. The balance being struck now is in their best interest financially.

If hunts are not following the FF mantra of immersing us in the way the series has. That is just one content, and that content needs refined.

But it will always be Final Fantasy.
#180 Jul 25 2014 at 11:45 AM Rating: Excellent
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Are you really suggesting that raids cater to the size of your FC? I don't follow your logic. You want SE to make raids so that you can take your entire FC, no matter the size? You really want them to attempt to balance that? Just think about what you're asking for here. I hope it doesn't take you too long Smiley: lol


No, he's not. He's saying that 4 of those people who already ran coil should be able to run it again for the other 4 if they want to.

Have you even been paying attention to this discussion?
#181 Jul 25 2014 at 11:54 AM Rating: Excellent
Quote:
Have you even been paying attention to this discussion?


Oh, I'm sure Filth understands just fine. He just doesn't like being wrong.
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#182 Jul 25 2014 at 1:41 PM Rating: Excellent
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Seriha wrote:
Just... no. Don't even go there. It's bad enough the RMT bogeyman has Yoshi scared away from making crafting useful, but to really assert this is even a thing would suggest a far broader failure of their anti-spam system and GMs behind the scenes. Don't punish players because the RMTs exist. XI did that. Let's not repeat it here.

I could point you to various links for several different games(including XIV) where this is 'a thing', but I don't want to link to RMT on this forum. You can take my word or you can search for yourself, but it's there. ARR already suffers because of limitations in place to thwart RMT. It's kinda late for that.

Fynlar wrote:
No, he's not. He's saying that 4 of those people who already ran coil should be able to run it again for the other 4 if they want to.

Have you even been paying attention to this discussion?

The point is that raid lockouts(and sizes) are what they are for a reason. I understand that he doesn't like it and why, but that doesn't mean it's arbitrary. Regardless of whether it suits his needs, my needs, Jebus needs, it's there for a reason.



Edited, Jul 25th 2014 3:42pm by FilthMcNasty
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#183 Jul 25 2014 at 1:52 PM Rating: Decent
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The point is that raid lockouts(and sizes) are what they are for a reason. I understand that he doesn't like it and why, but that doesn't mean it's arbitrary. Regardless of whether it suits his needs, my needs, Jebus needs, it's there for a reason.


It's not any good reason.
#184 Jul 25 2014 at 2:13 PM Rating: Good
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FilthMcNasty wrote:
The point is that raid lockouts(and sizes) are what they are for a reason. I understand that he doesn't like it and why, but that doesn't mean it's arbitrary. Regardless of whether it suits his needs, my needs, Jebus needs, it's there for a reason.

A reason, maybe. A good reason, no.
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#185 Jul 25 2014 at 2:29 PM Rating: Excellent
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The point is that raid lockouts(and sizes) are what they are for a reason.


The problem is that SE's reasoning is flawed. I understand them wanting to control the flow of gear, but allowing people to go through content more than once per week doesn't need to have any bearing at all on gearing up. As other posters have said, your lotting privileges for a turn could end as soon as you've completed that turn. There's just no good reason though for not letting people re-enter content to help their friends and FC mates.
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#186 Jul 25 2014 at 2:53 PM Rating: Decent
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Karlina wrote:
FilthMcNasty wrote:
The point is that raid lockouts(and sizes) are what they are for a reason. I understand that he doesn't like it and why, but that doesn't mean it's arbitrary. Regardless of whether it suits his needs, my needs, Jebus needs, it's there for a reason.

A reason, maybe. A good reason, no.

If they didn't have lockouts, RMT could sell gear runs to players. You don't think it's a good idea to keep that from happening? Can you explain why at least?
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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.
#187 Jul 25 2014 at 3:01 PM Rating: Excellent
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Thayos wrote:
The lockout is arbitrary, and others have since explained why perfectly well. Coil should be like CT and ST. That would still do the job of keeping people from gearing too fast. Instead, SE has a system in place that blocks people from going through content with more than an extremely small segment of their in-game friends. It makes no sense.


While I agree that blocking off the content for friends of those outside a Coil static, I think that making it like CT and ST would have consequences that you're not considering.

Currently in ST, people are after the upgrade items at the end, so they're passing on all the gear. If Coil adopted this system, then those same Coil statics would continually run turns until they got the drops they wanted for that week and let the rest hit the floor. Currently, there's no reason to not lot on gear, since there isn't a gear lockout.

I'm not defending the current Coil system, but I think the solution that everyone's tossing out has serious problems. Are they bigger problems than the static issue? I can go back and forth on it.
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#188 Jul 25 2014 at 5:16 PM Rating: Good
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Illsaide wrote:
I'm not defending the current Coil system, but I think the solution that everyone's tossing out has serious problems. Are they bigger problems than the static issue? I can go back and forth on it.

I agree. I'm not saying that 1 time run lockout is the best solution, but the alternative that's being proposed creates other issues. It might be something they're working on ideas for, but there's no point in spending time trying to implement something that creates other problems. The current system is one that's been in place in MMOs for a while now because it's the lesser evil.

It's not that the proposed ideas are bad, they're just not generally better.




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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.
#189 Jul 25 2014 at 10:01 PM Rating: Excellent
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FilthMcNasty wrote:
Seriha wrote:
Just... no. Don't even go there. It's bad enough the RMT bogeyman has Yoshi scared away from making crafting useful, but to really assert this is even a thing would suggest a far broader failure of their anti-spam system and GMs behind the scenes. Don't punish players because the RMTs exist. XI did that. Let's not repeat it here.

I could point you to various links for several different games(including XIV) where this is 'a thing', but I don't want to link to RMT on this forum. You can take my word or you can search for yourself, but it's there. ARR already suffers because of limitations in place to thwart RMT. It's kinda late for that.

For the people who may be offended by the occasional RMT tell, get over it. I recall people flipping their **** in XI when you had the trial accounts spamming up servers. Blacklist and move on.

While true that RMT will never go away, the best one can do is minimize the temptation without castrating content itself. I mentioned crafting because we have Yoshi on the record saying he doesn't want it being good because he's afraid, in part, new or returning players may see good items and think, "Whoa, that's too expensive for me! Better RMT some gil!" You know how you avoid that? You make the materials fairly accessible and not choked off to a specific, hard to reach source. That way, if the player wants the item, they can go earn the ingredients and then commission a trusted crafter. It might not be as quick or easy as just buying from the AH, but it's really not much different than spamming dungeons for tomes.

As for mercenary work, RMT or otherwise, so what? People are getting items who don't deserve them?! Shut. Down. Everything. This is a case of worrying a bit too much about what the other guy is doing, especially if you will never associate with them. And right now, mercing technically is possible, but it's either not as pertinent as Titan HM was for relics or "not quite there yet" on the difficulty curve with later T2 coils. Yeah, I recall the whining about the former from some. I bluntly have no issue with such a contract between consenting individuals. Sometimes people get sick of PUG fail, at least they're taking an initiative to solve their own problem. If this is more about RMTs being account jackers, identify thieves, or just shady individuals in general, there's only so much educating we can do. Inevitably, someone is going to believe that Nigerian prince has a good deal for them. Live and learn. It's not SE's fault. It's not my fault. I wouldn't exactly call it the victim's fault, either.
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#190 Jul 25 2014 at 10:34 PM Rating: Decent
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#191 Jul 26 2014 at 12:33 AM Rating: Good
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Seriha wrote:
While true that RMT will never go away, the best one can do is minimize the temptation without castrating content itself.

Are we still talking about raid lockouts? These are the same raid lockouts you find in almost any MMO these days. Castrating content? That sounds dramatized from my perspective. The main reason it exists is still to keep players from burning through content faster than intended. I personally don't care about the tells(though they are annoying), but it still has an impact. I'm more annoyed by the people who purchase the gear and runs showing up in my raid without a clue and dragging the entire group down.

I would have expected SE's stance here to be a bit more pronounced since they've always gone a bit overboard with trying to control it, but their stance is in line with the rest of the industry. WoW has raid lockouts. TERA has raid lockouts. WildStar has raid lockouts. This is just par for the course.

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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.
#192 Jul 26 2014 at 1:38 AM Rating: Good
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You brought RMT to the table as to why the lockouts should be there. So, I guess? I just went on to elaborate why being so deathly afraid of the RMT isn't for the betterment of the game.

Now, if you want to play at the argument of appealing to tradition in that various other games have lock outs, we're back to square one on that fear everyone would have everything in a week being unrealistic. Losing people to nothing to do because they're held from content/progression is more damning than losing people who've done everything.

I'd actually like to bring up Abyssea here, as an example of oodles of incremental goals for players to tackle. Sure, Abyssea itself carried some initial restrictions like building up traverser stones and acquiring the various atmas and zone clears, but that played a part in the progression concept. In the end, there was no, "You can only upgrade one piece of empyrean armor to +2 per week!" going on. And a lot of folks who did wind up finishing one job went on to work on another. Sure, we had folks angry their Ridills, Adaberks, and other HNM grind items were suddenly antiquated in a patch by stuff like Perle, but the game had to evolve eventually. Participation was high, arguably high like Hunts here given the congestion/competition. Friends could help friends. Strangers could come together for mutual goals in targeting specific popped NMs. The game more or less thrived until attention shifted back to Voidwatch and Legion, which thrived more on having large statics and RNG like Coil does now. I don't find it terribly surprising that XI's population had dwindled after this point (including my own participation)) where people who did come back found themselves alienated again due to the logistics of things. This isn't to say they haven't done some good things since Adoulin, but like SE botched the release order of Coil and CT, I'd say the same happened with Delve and Skirmish. As a result, the people who have conquered Delve had no reason to do Skirmish, and this further trickles back to offering little incentive to help players who have yet to. In either game, inhibiting access is detrimental, however, as I could recite my old trinity of Why People Do Things in MMOs(tm).
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#193 Jul 26 2014 at 2:04 AM Rating: Excellent
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Thayos wrote:
As I said before, imagine if FFXI had taken a similar path? Man, that would have been a nightmare. Already fought one sky god? Boom, can't fight that god again for a week! Already killed that Kirin? Not again for a week! Already did that story mission? Can't help anyone else with it for a week! Can you imagine how badly that would have crippled endgame linkshells? It would have been terrible.


I think it's important to note that sky gods did have their own restrictions attached, not through timed lockouts but through spawn requirements. You couldn't just decide to go pop Byakko 30 times on one weekend to get everyone haidates. Popping a sky god was the culmination of effort previously put in (either by you or by others, if you happened to buy the pop items from them, but even then you'd need quite a bit of money to acquire some of the higher demand items) to make your way there. Without that effort requirement, the gods would have been spammed like crazy, and it would have changed the way the event was approached drastically.

In fact, quite a bit of FFXI end game had limiting factors preventing content from being spammed. Dynamis/Limbus/Einherjar/Nyzul/Salvage were all timed lockouts. Sky/sea/ZNM/BCNM were all limited by the amount of effort your group was willing to put in. HNMs were time based spawns. Had FFXI taken one of these particular events and let people just spam the top bosses within those events constantly, it would have changed that event quite a bit. For better or worse is up for debate, but I'd argue that they'd lose their staying power in terms of incentives, and the fight itself would also lose a bit of prestige. I know I looked forward to fighting Odin when the time finally came for our linkshell to take him on, but I don't quite get that same feeling when I'm fighting a boss that I've fought 35 times in the past week. By then it's more of a "yep, this again..." feeling, and sooner or later it gets to the point where I'd rather just be doing something else.

In short, I don't know if one week lockouts on coil are ideal, but I don't know if a coil that can be endlessly spammed until you get what you want is a better solution.

Edited, Jul 26th 2014 4:06am by Susanoh
#194 Jul 26 2014 at 2:43 AM Rating: Good
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Seriha wrote:
You brought RMT to the table as to why the lockouts should be there. So, I guess? I just went on to elaborate why being so deathly afraid of the RMT isn't for the betterment of the game.

I agree that it's detrimental, but it was just a supporting comment because I know how SE can be when it comes to players hit with friendly fire in the crusade against RMT. They probably looked at this stone and said "two birds".

I don't like the comparison to FFXI because when XI started adding vertical progression elements, they already had a lot of content. Sure some things were obsoleted, but if coming updates are any indicator then they can rejuvenate nearly any content they like. AA, Shadowlord, mithran trackers... I'm sure the list will continue to grow. Garrison, escort quests, soloing, crafting, dynamis, limbus, salvage, assaults, nyzul, besieged, campaign, BCNM, KSNM, SKCNM, merit farming, player point farming, skirmish, delve WKR... If you played 3 hours a day you'd still be hard-pressed to participate in even half of those things and there is still a lot that I missed.

Anyway, as more content continues to build in ARR the lockout mechanics will start to loosen up. The game hasn't really settled yet so it's probably best to stick to the default mechanics for now.
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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.
#195 Jul 26 2014 at 10:00 AM Rating: Decent
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Seriha wrote:
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Again, the lockout isn't arbitrary. It's in place to keep people from gearing out in a week and un-subbing for 3-4 months. It's also in place to foster players spreading their time around in the world of Eorzea. I understand why you want unrestricted access to raids if that's what you really enjoy, but I can almost guarantee you that if that happened; players who used to be about it would burn out quickly.

ARR is a theme park MMO and the idea is that there should be enough attractions in the park to keep everyone coming back, but that isn't the case yet. I love riding roller coasters. I've waited upwards of 4 hours to ride one before and in hindsight, it was well worth the wait. If I could go to a park, get on a ride immediately and stay on until I was sick of it, it would probably be quite a while before I had the urge to visit the park again. Actually, that's not true. I would go back and eat funnel cake until I slipped into a diabetic coma but that's beside the point Smiley: sly

The same principle applies to ARR. You can't remove the lockout(without causing damage) unless there is enough in place to do that people will spread out their time on their own. The game isn't there yet. Maybe when the expansion hits or sometime thereafter, but not today.

This fear that everyone will have everything maxed in a week is really one of those myths that just needs to go away. Will it apply to the no-lifers? Some, sure. It won't magically give the casual players, or at least those more time budgeted, everything instantly. On the other hand, I see people commonly posting enough that they hit the tome cap or finish their weekly coil and are then... bored. Not so much because there's nothing to do, but rather it's not worth doing for them because they can't get the most out of it. And I think that's a far, far greater risk to subs than the niche demographic who would quit because they got everything within the first month of a patch cycle.

Who cares if lockouts are based on a whim or have a good reason from the developers standpoint?That doesn't mean it is a good thing from the players standpoint. Imagine if you were locked out of other pleasures in life whether they were good or bad for you? Case of beer a week limit, pack of cigarettes a week limit, sex limited to one time per month, steak and potatoes allowed once a month,etc. That's like netflix putting a cap on how many hours you could watch content per week. Or HBO only being on the air on weekends even though you are paying a premium for it.

Indulging in addictions is our own fault, and any consequences from that is our own fault. If you choose to smoke 2 cartons of cigarettes a week instead of 1 pack and get sick, that is your own fault. You drink a case of beer instead of a six pack and go out driving, end up running someone over, that is your fault. You watch the entire library of netflix in one month and have nothing new to watch after that, it's your own fault. The same applies to video games. The day video games I pay 60 bucks for start restricting me playing or from finishing the game when I want is the day I stop playing them.

ARR is a subscription based entertainment that should have enough attractions to keep people coming back. And it does have enough. But if you do the same piece of content over and over, the content will be consumed. Waiting on one roller coaster ride for 4 hours and it being worth the wait had nothing to do with a lockout. You waited because there was only one particular ride you wanted to get on most. And that ride was exhilarating. If the only reason you visited that park is for that one ride, then that park will eventually lose your business when you get bored of it. Whether you ride it all in a day or spread out over six months. Hooray for the season pass! But now for the big question. Would you still want a season pass if you could only ride that particular ride one time a week?

I want to talk about the not because there is nothing to do but it's not worth doing to get the most out of it. Every game since the dawn of time has some form of progress.We play mmos to escape reality, usually with hopes of some form of progress. The irony here is that all the good stuff is happening right now not when your goal is completed. Looking back at accomplishments might make you feel accomplished or comforted. But the fun came from playing. Should we stop loving or interacting with our lovers or children just because we already spread our seed or tied the knot?

It's the developers job to create continuous and various content. And it's our play to consume it in whatever ways we want. People want to do things when they want and want to do things they enjoy. Gating or masking content is short spurts might keep some of the players who might of otherwise quit if the end rewards are their primary motivator. But it could possibly breed contempt or resentment. You put a large group of people in a small room with negative underlying or hidden feelings. And it's hurricane Katrina time.
#196 Jul 26 2014 at 3:19 PM Rating: Decent
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So, is that just kind of a drawn out, "It's not the destination, it's the journey!" rambling?

I guess for newcomers, my trinity on why folks do things in MMOs are the following:
1) Progress themselves.
2) Progress friends.
3) Kill time.

These needn't be mutually exclusive, and 3 would hopefully fall under the premise of having fun while doing it. On the other hand, doing 1 or 2 may not always be the most enjoyable experience for the player. But if we're going to run with metaphors, I'd say MMOs are a journey with lots of in-between destinations, assuming it done right. And continuing on with a travel-themed comparison, XIV progression is more like wanting to go around the world, but at every airport you visit, your flight winds up being delayed for considerable durations due to factors outside your control. Sure, you'll eventually get around the world if you keep at it, but at how many hours will sitting in airport terminals with the things you want to do being out of reach start to feel like a drag?

Moderation and addiction are perhaps another topic, but I still err on the side of encumbering the majority due to a minority is not the wisest of moves and Yoshi's past rationale that it's meant to keep the hardcores closer to the casuals is flawed.
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#197 Jul 26 2014 at 4:16 PM Rating: Decent
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what me and my friends do is this:

we each make a party, usually about 4 or 5 parties depending who is on. All of us are the party leaders of our respective party. We get together in a Skype call to coordinate the hunts. We have everyone in all of these parties spread out across the world looking for anything they can find. More people go to zones in which an A rank is due. As soon as someone finds something, everyone in every party knows about it instantly. This way we are all able to get to the mob as quickly as possible.

This event is all about knowledge. The more you know the better you do. I've been in parties where the information was coming to us way too slow and we never made it to any hunts. Since we have been coordinating hunts, we always make it to everything. If someone doesn't make it we reset until everyone is there. We bring an i110 warrior for resets to guarantee he can pull hate on anything. (if you don't have an i110 warrior friend, find the highest one you know).

Despite how some people may feel about people resetting the mobs, I would rather see as many people as possible get their points.
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