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Final Fantasy XIV: A Realm Reborn |OT3| LFT Full Relic and DL Required

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Dead game indeed. Log on people!
 

xelios

Universal Access can be found under System Preferences
Hey BBs, not sure if I'll be around tonight. My kitty passed away this morning, so dunno if I'll feel like doing any gaming. :(

Ughhh. My cat is like my best friend so I don't even want to think about this. Very sorry for your loss. :(
 

wrongway

Member
Thanks guys <3
It's extra hard cause it was sudden. She was a rescue 6 years back, and was very malnourished at the time and trying to care for kittens on top of it. She'd been pretty healthy since, but I always kind of wondered. This morning, she went down hard and was gone in minutes. Vets figure it was a blood clot that got her. So sad, she was only 1.5 to 2 when I got her, so she was only 8 years old at the most. She was such a good cat :(
 

docbon

Member
Yeah, I think I'm done.

The game has reached the point for me where it makes a fantastic sleep aid, so it's time I cancel my sub. I may resub later for pvp, but I'm not sure the style of gameplay will be enough to bring me back. It was an okay run, with the occasional flashes of brilliance.

Sorry Aeana ;~;
 

Nohar

Member
@wrongway: It's always hard to lose an animal which was dear to us. I lost a cat too last year. My thoughts are with you.

@docbon: I'm beginning to get bored too. I don't want to reroll by doing FATEs, farming the same dungeons is getting incredibly annoying, crafting is fun but managing the inventory is hell, and I'm not even excited by the possibility of doing Bahamut's Coil.

Thanksfully, most of those things will be changed in 2.1, but the game really needs new content ASAP (both end-game content and other fun things to do). I wouldn't be against a crafting specialization either.
 

Item Box

Member
Yeah, I think I'm done.

The game has reached the point for me where it makes a fantastic sleep aid, so it's time I cancel my sub. I may resub later for pvp, but I'm not sure the style of gameplay will be enough to bring me back. It was an okay run, with the occasional flashes of brilliance.

Sorry Aeana ;~;

At least make food for everyone before you go
 

Aeana

Member
Meh.

I hope they merge servers after everybody quits so the one server's worth of people who are still playing can play together.

Bye-bye docbon, I'll miss you.
 

Ken

Member
possible coil lockout trolls i gather from sitting around in rev toll so watch out if you're trying to pug coil on ultros

Envy Noir: FYI!!! Krazine One is locked to turn 5, if you join his group he'll burn your lockouts and you wont be able to go back. Please report him.

Day Walker: happened to us last week by ippiki atros

i know ippiki likes to troll n thanalan fates by pulling and resetting boss mobs so it wouldn't surprise me that he does this too
 

Totakeke

Member
Anyone have any tips on Twintania divebombs? My group been messing around with strategies that either turn out to be completely awful or flaky at best.

1. Do you have to move before you see the green circle to avoid it?
2. If not, do you sprint as soon as the green circle to avoid it?
3. Is there something special about those slopes some people use to avoid divebombs?
4. The divebomb target location is already locked when you see the green circle, right?
 

Taruranto

Member
Dead game indeed. Log on people!

Ragnarok is still full of people being a legacy server and all, but the general climate is pretty much the same, FC is always half empty when not even time, LS has very few people active and even my long-FFXI friends log less and less and lament there is nothing to do.

Such is the destiny of theme parks, I guess. Maybe one day one developer will get it.
 
Ragnarok is still full of people being a legacy server and all, but the general climate is pretty much the same, FC is always half empty when not even time, LS has very few people active and even my long-FFXI friends log less and less and lament there is nothing to do.

Such is the destiny of theme parks, I guess. Maybe one day one developer will get it.

Theme Park mmo?
 

suzu

Member
My sub ended so I'm taking a break to play other games. Will be back for the patch which is being released.. Dec 17th I think?
 

Aeana

Member
Ragnarok is still full of people being a legacy server and all, but the general climate is pretty much the same, FC is always half empty when not even time, LS has very few people active and even my long-FFXI friends log less and less and lament there is nothing to do.

Such is the destiny of theme parks, I guess. Maybe one day one developer will get it.

Not sure what the solution is. There's no such thing as infinite content unless it's randomly generated, and I certainly have no interest in that. The FF14 development team may have prioritized the wrong content, but what else could be done? Aside from making things take immeasurably longer to accomplish, which of course was FF11's method.
 

Zaptruder

Banned
Not sure what the solution is. There's no such thing as infinite content unless it's randomly generated, and I certainly have no interest in that. The FF14 development team may have prioritized the wrong content, but what else could be done? Aside from making things take immeasurably longer to accomplish, which of course was FF11's method.

The solution is emergent player sourced, player economy and society directed end game content.

Of course that would require an utterly different initial direction to begin with...

So in the case of FF14, I would've done a few things differently, without changing up the whole formula...

e.g.

Loot leveling system - once you get your ilvl 90 piece, you still have to level it up, similar to leveling up materia in FF7. Level it up to unlock materia slots - upto 3 levels.
For extra bonus, each level of unlock gives you an extra area/colour component on the armor piece to dye. e.g. it starts with a bit of trim, next is the sub colour, next is the main colour.

Have Coils repeatable, but loot lockout after 1 roll (including pass roll) - of course you'd allow players to specify before loot drop whether or not they wanted to be part of loot roll (if not, they don't even see it). Maybe even mini quests (like relic weapon quest) to unlock each level.

Create dungeons with wings and alternate paths; the idea is to allow the same dungeon to be run by multiple skill groups - alternate paths been faster but harder, incentivizing repetition. Kinda like Wanderer's Palace Speed run, except designed more explicitly, instead of having it emerge on chance based on what players can exploit.


Basically find ways of extending the value of existing content, while still providing players with consistent and salient rewards for them to work towards, rather than simply flat out extending the length of the grind itself.
 

Aeana

Member
The solution is emergent player sourced, player economy and society directed end game content.

Of course that would require an utterly different initial direction to begin with...

So in the case of FF14, I would've done a few things differently, without changing up the whole formula...

e.g.

Loot leveling system - once you get your ilvl 90 piece, you still have to level it up, similar to leveling up materia in FF7. Level it up to unlock materia slots - upto 3 levels.
For extra bonus, each level of unlock gives you an extra area/colour component on the armor piece to dye. e.g. it starts with a bit of trim, next is the sub colour, next is the main colour.

Have Coils repeatable, but loot lockout after 1 roll (including pass roll) - of course you'd allow players to specify before loot drop whether or not they wanted to be part of loot roll (if not, they don't even see it). Maybe even mini quests (like relic weapon quest) to unlock each level.

Create dungeons with wings and alternate paths; the idea is to allow the same dungeon to be run by multiple skill groups - alternate paths been faster but harder, incentivizing repetition. Kinda like Wanderer's Palace Speed run, except designed more explicitly, instead of having it emerge on chance based on what players can exploit.


Basically find ways of extending the value of existing content, while still providing players with consistent and salient rewards for them to work towards, rather than simply flat out extending the length of the grind itself.
Yeah, I wouldn't play a game like that. I don't play EVE for a reason. I don't want a virtual world with everything designed and run by players. At all.


As for the other stuff, it doesn't sound like it would help that much. People are still going for tomes. It isn't that there isn't stuff to work toward, it's that doing so requires going through the same content repeatedly. Which they'd also still be doing even with multiple wings. They'd be on the hardest ones by now for sure and already tired of it.
 

Ken

Member
Yeah, I wouldn't play a game like that. I don't play EVE for a reason. I don't want a virtual world with everything designed and run by players. At all.


As for the other stuff, it doesn't sound like it would help that much. People are still going for tomes. It isn't that there isn't stuff to work toward, it's that doing so requires going through the same content repeatedly. Which they'd also still be doing even with multiple wings. They'd be on the hardest ones by now for sure and already tired of it.

i wouldn't complain if i could run coil repeatedly during the week
 

xelios

Universal Access can be found under System Preferences
The solution is not taking four months to add anything at all to a sub game after launch, and not having "time gated = more content" as part of your design philosophy. Fundamental problems that would have to be addressed before I'd pipe dream about anything more complex.
 

Zaptruder

Banned
Yeah, I wouldn't play a game like that. I don't play EVE for a reason. I don't want a virtual world with everything designed and run by players. At all.

It's one solution. Won't be for everyone. But having said that, Everquest Next is doing something very interesting, combining what I was talking about with a more directed experience.

e.g. world quests that players work towards progressing.


As for the other stuff - you're really a bit too quick to dismiss them for the sake of emphasizing the futile 'nothing can be done' point of view.

Give players more rewards, more stuff to grind on, without necessarily generating a whole heap of unique content.

Make more dungeons available (via dungeon hard mode) - and make it so that you can grind on any variety of dungeons, not just find one optimal dungeon and grind on that optimally repeatedly.

So maybe by 2.2, we could have 6-8 hard mode dungeons, that each give daily bonuses for running them, with daily bonuses for paths cleared - where the bonuses are XP used to unlock levels on equipment, each level getting exponentially harder to grind for than before.

As a result, you reuse a lot of existing content by giving them the incentives and justification to repeat content that is otherwise under utilized.

People really do a lot for the last 2%... but at least it also means that they can play as easily with their friends that haven't gone to the trouble of unlocking that last 2% of power. As long as they have goals that they can work towards, without that grindiness compromising (too much) the fun that others can achieve, then it seems like a win win to me.


Another good way of extending value is to look into game modes with high replay value. Enemy waves multiplayer deathmatch is a good one - each wave culminating in a boss mob. Or DOTA style arrangements maybe.

Of course those options (especially the DOTA one) take significantly more effort to produce - but in terms of their utility efficacy versus hours to produce are very high.

The worse thing that you can do as a game dev is to make unique content that is cleared in one way, without many incentives for players to replay it - like all the leveling dungeon content in the game.
 

Zaptruder

Banned
The solution is not taking four months to add anything at all to a sub game after launch, and not having "time gated = more content" as part of your design philosophy. Fundamental problems that would have to be addressed before I'd pipe dream about anything more complex.

Such as? (not saying the game isn't flawed - certainly is, but I'm just curious what you're considering fundamnetally flawed).
 

Teknoman

Member
I think this problem will go away once the content patches roll in regularly. This only came to pass because of the 2.1 delay imo...so after that, the only problem should be people powering through content.
 

chrono01

Member
Thanks again for helping me do Titan on Ultros yesterday. Original Jamie here.
You are most welcome. I'm always willing to run HM Titan. Well...assuming I'm logged on and not in the middle of a dungeon/Coil. Even then, I WANT to help, I'm just able.
 

Kyoufu

Member
I'm quoting a really old post, but I can't get this to work. It just says something about "unable to find ffxiv running" or whatever. But I clearly have the game open and running. :/ Anyone know what's the problem? I have tried in Full Screen and Windowed.

I'm not sure. It worked for me last Monday.
 
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