Gnu wrote:
HitomeOfBismarck wrote:
3) Add a new type of system to appease the consistent players that do not have time for endgame. I'm thinking things like low man Limbus, Salvage, etc.
Not wanting to multi-quote all the good ideas here
Majority are happy as they enjoy these themepark "Standard" MMORPGs. Hence why Tera "got better" when it became one. In all reality, if you want to pinpoint the "Blame" it can be towards the people who said XI and earlier style MMOs are archaic, the type of MMO that splits up content between x ranges and keeps soandso relevant beyond 1 patch, so Yoshi took that to heart, much like he took to heart that most people wanted a pet class.
Leviathan will be outdated come 2.3 because of Ramuh, Brayflox will never be outdated in terms of Myth unless SE nerfs Myth tomes in 2.3 like they did in 2.2, or Tam Tara hard is 100% faster and easier than Brayflox. CT will be armors again and probably i90 considering he said CT will always be "behind" coil, so it'd be a once a week i90 alternate vanity gear.
I see lots of unhappy people, but you're not allowed to be "unhappy" openly on any XIV community beyond 4chan and reddit, otherwise you get accused of..well, just read any topic on any forum if you see someone post they're unhappy about x. Even here, Atma farming makes sense but absolutely no one asked for this style, especially through FATEs and if you get too specific and use an MMORPG the developers of this game designed before, you get accused of wanting an "XI-2" even though this game is more like FFXI than even XI is these days.
If anything, all they REALLY need to do is get away from 4 man being the main content style, it's limited and can NEVER be used as progressive content in any meaningful manner unless it's related to tomes. If they switch to making 8 man standard, despite popular belief it doesn't change queue times or make matters "worse" because of cross server duty finder, but for DPS it'll always be long no matter what. They need to make more content like even Praetorium, 8 man story related dungeons...we are playing Final Fantasy aren't we? City of Amdapor is so much wasted potential but that's the life of instances. It could have been an open world area with multiple dungeons linked to it that reveals more and more about the lost civilization and Diabolos's fight itself being the closed off instance ..
Which is another issue...the instanced dungeons are story based...yet once you're in there...there aren't even cutscenes or story throughout, only the very initial vanilla dungeons had some and Stone Vigil being a good example. Most bosses are just "there" but SV's boss actually made since other than just being another clear objective.
The issue is though, these theme park MMOs, the journey doesn't matter which is why you're assaulted with hundreds of copy pasted quests to rush you to end-game where Yoshi himself said "is when the game truly starts", so littering content inbetween is kind of pointless in this type of game sadly, while it would be nice to have more to do, unless the first Expansion significantly changes the game's design direction, it's been far too long for them to switch it up now because then it'll shift people towards, let's just call it "War of the Magi" section of XIV and the vanilla will be a wasteland, much like in XI during Zilart and CoP days, vanilla/Zilart/CoP areas were always teeming with life with 1 central hub because despite everything, content in those areas remained relevant...if they didn't introduce Roulette, how likely were you to log in and load up level 16-35 dungeons? Or Cape Westwind?
This is why whether you liked it or not, in terms of content style as XI developed, it worked and why CoP was capped in the first place, not to cause "annoyances" but to allow people who happened to not be 70-75 to actually progress through the game's story and give you something to do beyond just leveling. With XIV, you can do multiple things but once you finish initial set of dungeons, you have nothing besides FATEs or Leves. There's no "right or wrong" way to design something but when you really sit and think about it, many MMOs these days hardly survive and it's not because they're necessarily bad, WoW for example probably wouldn't have survived if it came out later than it did because it came out at the perfect time when MMOs were starting to get noticed, but there's a reason they're offering to sell you "maxed out" characters and it's not out of the kindness of Blizzard's heart.
If they were to split up content like:
1. Open World content (no FATEs don't count as even their "reasons" are meaningless, but the non JP text is more..."here's a story")
2. Something like BCNM, since we get currency and many of us legacy still have hundreds upon hundreds of 1.0 currency
3. Dungeons that have multiple paths, like 1.0's TotoRak, which can have multiple end bosses or end objectives.
4. More 8 man content kind of like Hamlet Defense which let us fight with Gatherers and Crafters...
5. Golden Saucer having versions for low/mid/high level players.
6. ZNM type system where you can go out and spawn tough monsters for gear/items that goes in a chain.
7. THEN comes the primals.
8. THEN comes CT/Coil
There's just such a huge lull from early/mid game to end game, as the only things you truly have are the initial "story" dungeons then FATEs, no actual content. That's why Copperbell (1.0), Cassopeia Hallows (1.0), Mistbeard(?) Cove that was closed off were perfect to reintroduce as open world areas that can house certain type of content to do inbetween progress. It's just really obvious their trump card is in the expansion, especially with them busy working on the chinese version, DX 11 that "won't significantly change much (own words)" and remodeling housing areas to make them more attractive...there's not much they can do until then it feels.