Seriha wrote:
I don't really think people object to more reasonable grinds, but if one could theoretically slap an FFXI from then into the hands of a virgin player from now, odds are a common frustration gleaned will be that too much time is spent waiting over actually playing the game. Waiting for a group, waiting for mobs to pop, waiting for things to sell on the AH, waiting for new game days for the various reasons, waiting for shops to open, waiting your turn for a drop with an LS, and so on. This is the bad side of the grind, and steps to alleviate those not only help to modernize the game, but also make the time spent more engaging even if the end result is maybe not getting strung along as long.
Is this to say EXP flows to freely nowadays for the lower levels? Perhaps, but I'm also not going to be calling for a level 70 cap on Abyssea or whatever to preserve a "the good ol' days" feeling that simply can't be replicated now due to both diminished server populations and a top-heavy player base. And this doesn't even really tap into the mistakes SE did make along the way between then and now. So, while it may also seem like people are taking the path of least resistance, there's an element of playing smarter, but not harder going on, too. Thus, it perhaps isn't entirely fair to compare devotion in games like FFT or DS to this, where progression was both different, but with the game themselves also playing differently. And even if XI never changed, stayed at 75, etc., you'd run out of jobs to level if you did them all. Could you have started another character? Well, some might question the time efficacy of that if it wasn't a second account. And if you assisted or PLed that in any way, well, you're kind of morally sabotaging the argument in other ways.
I guess if I had to peg a perfect balance of effort:reward, players would have numerous little things to do along the way to some bigger ones. Right now, MMOs feel more like all the little objectives are wastes of time, while the big ones are also overvalued on time simply to string sub fees along. So what accomplishments that do eventually pop up are just kind of meh, and even worse if the related content isn't fun to grind.
I agree with you on the whole "bad side of the grind" thing. There were a lot of things that simply just took too much time, required too much luck, etc. "The good 'ol days" feel had fights that lasted longer, had a balanced party, required tanks to tank, mobs that were dangerous, etc. There was absolutely no point in allowing Abyssea access at level 30 other than to let people get to max level as fast as possible. It's basically a free pass to skip over the game itself. There is nothing engaging about that at all.
Actually being in Alliances now for EXP? You get one, maybe two swings off. If you're lucky you can get a weaponskill off once every five mobs. This is not fun, engaging, or anything. I just found it really dull. I like to play my job and have my personal performance make a huge difference. That is not the case in an alliance and you don't even need to achieve good performance to destroy everything for ridiculous high chains.
They basically just destroyed a form of content I found enjoyable. If I chose to keep doing it the way I always did it, I would just be wasting time. Everyone could now achieve the same reward in no time at all.
I am not bitter, mad, upset, or anything about it. In fact I wasn't even consciously aware of why I stopped playing until I actually thought about it several months later.
I disagree with you on the "Run out of jobs to level", because I could always level sync with friends on something I was in the mood to play. I jumped at the chance to play NIN/RDM in the 40-50 range with friends.
I wasn't really comparing FFXI to FFT1.3 or DS. I was explaining that I like games that have fun and rewarding forms of grinding in them and gave examples of the kind of grinding I find "fun"