FilthMcNasty wrote:
Archmage Callinon wrote:
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I've said before that this game should make "exotic" gear pieces that are strong enough to be viable for two or three times longer than the average gear piece. What if new exotic pieces were even adjusted to be top-tier throughout an entire expansion cycle? And the catch would be you could only equip one at a time, which would keep them from being game-breaking. Yet if they were designed with enough diversity, then there would be incentives to collect various pieces.
Actually Legion is about to do something like that with world drop legendaries that scale up over time. So we'll get to see how that works out.
We have already seen how it played out as WoD had similar legendary items. I cared more about the story connected to it rather than the actual gear. I'd assume that most people just spammed their way through it like most other quests and just took it for the ilvl boost. As with anything else, it turns out to be a mandatory item that players get because it's expected rather than for flavor or diversity.
It was easy to fall behind in XI but I don't play it because I want to stay current, I play it because I enjoy it. People don't quit XIV because they know they can catch up easily, they quit because they run out of things to do or don't enjoy what they're presented as choices to do.
This also. This is why I said if the game was properly designed, XIV would be perfect. They just have to..realize it's not JUST new players they need to cater to.
Thayos wrote:
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You also have to take into consideration they played on the fact WoW was in a slump, if this game was released at any other time, especially while WoW was the king, it would have fallen flat. There's far too many broken systems and design concepts for this game to have been successful at any other time. It's missing far too many features.
WoW isn't really in a slump. It's just not growing anymore (and it's slowly losing players).
I keep up with WoW, especially since my cousin still plays it - Between 2011-2014 it was indeed in a slump, 2013 being the key year, especially when ARR Launched. That is what I mean by they took advantage of the fact WoW was in a slump. It's not "slowly" losing players, unless you consider someone losing an arm and leg as "slowly bleeding out."
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Nobody is making excuses for SE. We're just playing the game and having fun.
No, SE themselves are making the excuses, which shouldn't be the case. The game is 3 years old and there's still plenty of problems that doesn't even exist in XI, which is significantly older.
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If ARR launched this year, it would be just as successful. If it launched in two years, or five years, it would be just as successful. It has the Final Fantasy brand recognition to pull people in, and it does enough stuff right to keep people subscribing.
See, the same argument got made with XI: "XI is only successful because it was titled Final Fantasy." Which means, you're basically saying XIV is only successful because it's title Final Fantasy, which I agree with you.
When we're talking about ARR launch, I strictly mean, A Realm Reborn - Not counting ANY systems or content revamped from 1.0-1.23, strictly 2.0 content. It would have struggled because the game had significant server side flaws, as in the timing in updating our positions - it was higher than any other online game, ever. 3 seconds? That's never even been the case in older MMOs even without the need for movement. This is what I mean that people are far more accepting when it comes to XIV, but if it was released when MMOs got steam? Look at ANY MMO that had even LESS problems and MORE content than XIV ARR (2.0 launch) flatout failing.
Edited, Feb 25th 2016 12:05pm by Theonehio