Originally Posted by
Wrecktangle
What exactly do you do in the world once you hit max level and high gear? From what I can remember nothing. The only content at that point is instanced content. PotD while a cool idea and gameplay element, doesn't count as world building or engaging in said world.
It's funny you keep mentioning the bunny hopping gogo crowd, yet the worst ever experience I've seen of that (IN ANY GAME EVER) was in this game. I simply refused to participate when people measured currency in brayflox speedruns. WoW finally had something similar in the Maw speedruns this expansion, and despite every single person in my group trying to get me to go with them I strictly told them I would do not more than 2 in a row (despite needing a really good trinket out of there). I know it's easy to paint something you don't like as the bad guy, but it is kind of hilariously inept to exclude clear and easily identifiable instances of the exact same behavior in the game you're defending.
I actually very firmly believe that homogenization is a good thing to a degree. I'd much rather have Warrior and Paladin be mechanically similar/equal, but be different by thematics/graphics and/or a singular gameplay element. One it'd make balance better and easier, and honestly I don't play a Paladin for its toolkit, I play it because its theme most centrally aligns with myself (you know, like the main reason people play RPGs?).
Yes it sucks if you're friend is playing catch up. That's kind of every single persons argument in this thread. A friend is at max level and you don't want to spend approx. 100 hours playing catch up for content that isn't relevant for your friend. That's the entire point of their argument. They're skipping to get to do content that they can both do together and enjoy and receive meaningful rewards from. What if said person only had 2 hours a night to play? It could very well take MONTHS to catch up before they could even play together. You honestly 100% believe that is a good thing? Do you genuinely believe that the existing design is optimal?
Please tell me you're kidding? The entire leveling experience is very solo driven. Short of a few dungeons every couple levels. I leveled from 1-50 back in 2.1 with my brother and an IRL friend. The amount of times we had to drop group for solo quests was STAGGERING. In fact doing the quests as 3 almost always took longer than just doing it solo and made everything so trivially easy it wasn't enjoyable. Add that to the fact that low level combat in this game is arguably the worst in any MMO in the past 10 years. Having my friend on follow while I am his bodyguard (not being able to see what quest he is on, where his quest wants him to go, etc.) killing mobs that I don't care about or need and pose absolutely 0 danger to me isn't fun. It honestly isn't fun for him either.
I've been trying to help my friend get through HW content and it's been a slow going process. It's just run here run there, do x, do y, all fetch quests with 1 or 2 critical story moments. It's absolutely insanely boring for me to just sit there and be his bodyguard. None of this content offers me any reward for my time or effort. It is not engaging or fun or challenging me. Add to the fact that he has to hunt down flying just to keep up with me is also a buzzkill.
Level sync is bullshit. It isn't fun whenever it happens and it doesn't ever bring you back to the difficulty of the original entry. It overscales you so hilariously bad they honestly shouldn't have added it. The leveling experience is VERY solo player driven short of a few duties/trials, even a significant portion of the quests force me to drop group while he does some event.
What relevant awards are you getting from ST? I don't remember ever setting foot in those places once I was finished getting whatever glamour I wanted. The gear was always DoA and once they added the thing to boost raid gear to it, it was a do once a week and be done. I don't remember the 24s offering any kind of meaningful reward post delivery. Could you clarify that for me? What exactly do you get from doing ST, say tonight? I didn't even get meaningful rewards out of ST when it dropped...
So you are a MMO game systems developer by trade? That's awesome. What company do you work for and what games have you worked on?
Sarcasm aside, how are you so confident in your analysis that you can state your opinion (as fact apparently) that by adding a feature such as a jump potion that it would 100% FAIL to draw in a new audience, and that it would 100% isolate and drive others away.
Explain that to me. How would a jump potion drive YOU away from continuing to play FF14. You state 9/10 IPs of the 2000's died to accessibility. Could you clarify those 9/10 IPs that failed? Which was the one that survived?
Looks like we have another game systems developer here. Just our of curiosity, what credentials do you have that allow you to state so adamantly that the developers would immediately jump to that conclusion?
I'd posit that if I had the data in front of me, I'd pose the data to the developers in the frame of x people are skipping story. What opportunities for improvement do we have here? Maybe there's too much filler? Maybe they want to play with their friends sooner and in a more meaningful manner? Maybe we should open jobs people actually want to play at a lower level? In the business we call this root cause analysis.
Do you now see how juvenile your analysis was? You make broad generalizations with no actual analytic insight.
This is probably the ONLY constructive for argument I have seen in this entire thread. I agree wholeheartedly that there is value in KNOWING what at a minimum someone had to do to get there.
So lets say I'm level 60 i260. My friend just bought the game and wants to play with me. He's a level 9 Pugilist. He has 2 hours a day to play.
Using this data, at what point can both my friend and I play meaningful content together? meaningful content is defined as content where we both we be challenged as players and receive rewards commensurate with that. Redoing story I've already done is not meaningful. Syncing down to dungeons I don't care about or need loot from, or that pose no danger to us is not meaningful.
Looking forward to your answer.
As a new player playing solo your argument fits. The issue is that some people want to play with other people. That means that in order to experience the MMO side of it you need to be where the most players are, at max level.
1) Weeding out players who want to try and play your game? Dear god I fear whatever business you may try to run. Hurting x amount of possible interested players to possibly reduce the amount of y players is hilariously bad business.
2) Forcing you to go through content isn't adding content... The content merely exists and you must travel through it. It in no way shape or form adds content.
3) Agreed wholeheartedly. That is certainly the main focus/benefit of the MSQ.
That's a terrible idea. That's the kind of solution that an enraged hormonal teenager would devise. That's also not even relevant to the existing discussion.
LOL. I already covered this before, but you do realize this game had one of the worst instances of this ever to exist? Remember when the community WIDELY regarded currency as brayflox runs? it was widely accepted by the community. It wasn't some secret shell. It was on every single PF group.
Also fun fact, FF14 dungeons are some of the most miserable antisocial experiences I've ever had. No one talks. No one communicates and no one does anything. The dungeons are so hilariously trivial difficulty wise that no one needs to talk.
1) The problem with your analysis is that you're assuming that by adding more players you would be directly diluting the quality of the playerbase. You nor I have no real way to determine that. I could just as easily argue that there are nice players who wants to play, but just don't have the time or desire to go through a long solo leveling slog. You assume that by adding a feature you'd be directly increasing the playerbase by ONLY bad players.
Also - LoL/CoD are PvP games. The attitudes there will be MUCH different than what you'd see elsewhere in game, so hardly a fair comparison.
Regarding WoW. People say this on this specific forum a lot. However, in my experience I've seen more toxic shit in this game than I ever did in WoW. Maybe that's because I've always played WoW at a very high level so I've avoided the riff-raff? I've had situations where a DPS says that the tank sucks and is pulling too slow, and I'm looking at ACT and the other DPS is doing less damage than the healer. I've seen situations where someone kicks someone from a PF group saying they were doing low DPS (and they were), but the leader had died 2 pulls in a row and was doing less. I've seen healers literally go AFK an entire dungeon and just let their fairy do maintenance healing. I've seen people question it and get kicked for saying something. That's some backwards shit.
In WoW I've seen people get kicked for all sorts of things, but the overzealous defense or salt was never as bad as what I'd seen in FF14.
2)I'm not opposed to the idea of streamlining. I'd argue it's 100% mandatory honestly. They really need to clean up the 1-50 +xx slog. Then they need to clean up the 50-60 + xx slog. Hit the high points, drop anything that's not relevant to the main story.
With that said, I'm of the camp that I TRULY don't believe that this model is good. It's necessary, but I don't think its good. If I was a game developer I might have a better suggestion, but honestly I don't know what the solution is.
3) Jump Potion =/= killing part of a game. It simply gives more players the OPTION to choose how they want to approach leveling in the game.
4) Timewalking is fucking stupid. It's literally as bad as sync'd low level dungeons. Everytime I have to do 5 timewalking dungeons for the weekly I cringe. They aren't hard. I literally fall asleep every time I do them (no joke I actually fell asleep once). They're boring and the rewards from the actual dungeons are completely useless.
All valid points.