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Exotics in XIV: A Possible Answer for Gear that LastsFollow

#1 Nov 13 2015 at 4:01 PM Rating: Excellent
Yo,

I don't start many threads on the official forums (not sure if I ever have, actually), but today I had a thought on adding some "horizontalness" to this game's vertical gear progression.

Figured I'd post it here, too, since this is my primary community. And also because I know we have some hardcore players here (and resident contrarians) who would probably love to comment on how this might be good or bad.

What do you guys think? Am I on crack, or could an exotic gear concept work in this game?

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A constant issue in this game is the concern that our gear is so quickly "obsoleted" by newer content and rising iLevels. Many have expressed a desire for more horizontal paths of character progression, though this is understandably difficult in a game built to be very much vertical.

One of the big obstacles is the lack of mid-battle gear swapping. I'm personally thankful that's not a part of this game. However, gear swapping in FFXI was a big reason why the horizontal progression was so successful -- players could literally spend years chasing different pieces of gear for each spell and ability.

Here's a way to bring that element of gameplay into FFXIV (to a lesser degree) without reverting to mid-battle gear swaps:

Introduce exotic armor pieces.

In the game Destiny, you can only equip one exotic gear piece at a time. I think this is how it should work in FFXIV, too -- or perhaps two at a time (one left side, one right side). And each job could have exotic armor pieces available for each slot.

The exotic armor piece could be either +5 or +10 above the current iLevel cap. It would have amazing stats. Each piece could also offer a unique bonus that would be great in specific situations (+20 det in Diadem, +10 physical resistance vs. Primals, etc.)

Even though players could only equip one or two pieces at a time (which would keep them from breaking the game), the concept is that players would still pursue them because a) each piece would be helpful in different types of endgame content, and b) with better stats/iLevels, these pieces could essentially have double the lifespan of a normal piece of upgraded tome gear.

And to please the hardcore raiders (and I'm totally not a hardcore raider), exotics could have a fairly high drop rate from the final bosses of the most currently difficult raid boss. These would also be available in other ways, though, such as through NMs spawned by pop items farmed in Diadem. Lots of options here.

If we wanted to borrow a page from FFXI, then these exotic pieces could also be upgradable in future patches through "Trial of the Magians"-style content. It could be a grind-heavy path that would essentially allow anyone the chance to keep at least one exotic piece up-to-date in the same way that relic weapons are enhanced between patches.

Anyway, that's my idea. Seems like exotic gear could bring some much needed persistent gear into the game without making existing options for obtaining gear any less desirable.

Plus, the methods for getting that gear could be a lot of fun.



Edited, Nov 13th 2015 2:02pm by Thayos
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#2 Nov 13 2015 at 4:27 PM Rating: Good
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It's interesting, and I'd definitely like to see more interesting gear in FFXIV (it wouldn't break the game... I promise).

I think you'd run into a couple major problems:
1: Inventory space. Our armory chests are already bursting at the seams and additional bank space increases our subscription fee (a ridiculous practice that I've never seen in any other game). Storing all this super situational gear might prove to be a problem especially if you're someone that plays multiple jobs regularly.

2: It fuels elitism. Now I realize it doesn't take much for this, but it should be taken into account just the same. How much would it suck for the majority of PF groups to suddenly add the clause "must have primal res gear?" I think it'd suck a lot. By itself this isn't a reason not to do this because jerks will continue to exist even if you don't, but it should be considered what kind of impact such gear would have on the community.

I'd like to see something like this happen. I think it'd be pretty cool. But I think it'd take a lot of planning and fixing some of the existing issues before you could do something like this without it wrecking the world.
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#3 Nov 13 2015 at 4:41 PM Rating: Excellent
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How much would it suck for the majority of PF groups to suddenly add the clause "must have primal res gear?" I think it'd suck a lot.


It would be just like the golden age of FFXI! Smiley: lol

But yeah, I feel you. And I think that's the very think the development team has been trying to prevent through its design decisions. Unfortunately, the result is a game in which there isn't really any gear worth getting excited about.

We already have elitism... might as well have some cool gear options.
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#4 Nov 13 2015 at 11:28 PM Rating: Decent
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Thayos wrote:
And to please the hardcore raiders (and I'm totally not a hardcore raider), exotics could have a fairly high drop rate from the final bosses of the most currently difficult raid boss.

Hardcore raiders wouldn't want an easier chance at obtaining the item as much as they'd want theirs to be more useful to hardcore raiding. By default, that would mean they want their exotic gear to have better stats to assist in... progression.
Thayos wrote:
If we wanted to borrow a page from FFXI, then these exotic pieces could also be upgradable in future patches through "Trial of the Magians"-style content.

If you wanted to bring 'horizontalness' to FFXIV, you're borrowing a page from the wrong chapter of FFXI. TotM was objective-based content that rewarded players with incremental power increase as said objectives became increasingly more difficult. That's pretty much the dictionary definition of progression.

You have to remember that the key difference in either style is expectation. Players of XI were settled into the fact that it would take weeks, months or even years to acquire gear because it was expected to be the best gear available. The only real progressive element of XI prior to the level uncapping was the ability to increase power through merits.

What would happen if the next XIV expansion brought no character level or item level increases. Instead of increasing your gear level, each successive raid offered the same gear that instead offered an increase in power similar to the merit point expansion in FFXI. Maybe defeating the final boss of a raid in the expansion gives you access to the equivalent of a merited spell or ability. Though it's completely possible to enjoy the game just as much as you did before, most players would feel like they're doing more and receiving less for their effort because that expectation was already set.

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#5 Nov 14 2015 at 3:13 AM Rating: Good
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I haven't played since before the expansion but if FFXIV gear is anything like it used to be (which it looks to be identical taking a quick look at the lodestone) I'd rather see them work on the basics before shoehorning in an idea like exotics from another game.

In Destiny most pieces of gear have perks meant to work well with your current play style, not just exotics. Each weapon type, each archetype within that weapon type (for example, fast firing low impact weapons vs. slow firing high impact, etc.), quite a few selectable perks make for a pretty interesting selection of possible weapons. I carry tons of different weapons of the same type because they play entirely differently depending on the stats and perks. And that's only counting weapons of the same type, not even considering the fact that switching to a weapon of a different type changes your potential playstyle wildly. Armor also typically gives bonuses aimed at your class abilities and specific weapons, making it worth collecting multiple pieces for different situations. Exotics are the icing on the cake, they aren't the sole significant piece of gear on your character.

In FFXI I'd have also wanted multiple sets of equipment regardless of gear swapping, because different situations called for different priorities. As a thief I would want a set for max damage but I'd also want a set to include some heavy evasion for soloing. On Dragoon I'd want max damage but also some pieces for healing breath and high HP when taking damage (higher threshold for healing breath activation). A scholar would obvious want a healing set and nuking set at the very least. On many jobs I'd want +movement items because they were very useful at times.

In FFXIV gear is extremely predictable with barely any unique attributes. If what I'm seeing on the lodestone is correct it's still basically high item level = higher "main stat," higher vit, and two out of an extremely small handful of other passive perks that let you do X slightly faster or slightly harder. If it's like it used to be, it probably ends up boiling down to "pick the highest item level gear" unless you're doing end game stuff and are short on accuracy. There's hardly any uniqueness to any equipment in this game. A level 10 sword is the same as a level 30 sword, which is the same as a level 40 or 50 or ilevel whateverthecapisnow sword. They all function the exact same way, with that tiny handful of passive perks swapping around from time to time, and providing bigger numbers and that's basically it. To keep with the Destiny comparison, it'd be the equivalent of having one available primary weapon and every single time you get an upgrade it was basically just a slightly higher damage version of that weapon with very little noticeable variation. This would be outright horrid.

tl:dr If FFXIV wants some horizontal elements start by working on making the current equipment interesting to use, make it actually feel different and cater to different play styles. This could be a challenge if they intend to keep all jobs playing roughly the same with little gameplay variation, but if that's what they're going for they'll never have interesting equipment anyway.
#6 Nov 14 2015 at 3:13 AM Rating: Good
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Double post.

Edited, Nov 14th 2015 4:14am by Susanoh
#7 Nov 14 2015 at 4:33 AM Rating: Excellent
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I haven't played since before the expansion but if FFXIV gear is anything like it used to be (which it looks to be identical taking a quick look at the lodestone) I'd rather see them work on the basics before shoehorning in an idea like exotics from another game.


I do like your post. I honestly just don't see the core of XIV changing though, which is why something like this could be a good idea. I think they could implement exotics without invalidating any other aspect of gameplay that currently exists, so I wouldn't necessarily call it "shoehorning."

And regarding my comparison to ToM, I'm not trying to be literal. But there could be quests in place where people can update exotic gear with each patch or iLevel update, similar to how people updated their relic weapons during the relic quests of the 2.x series. I did some ToM back in FFXI, and it was very much the same concept, only that ToM (back when I did it, anyway) offered different upgrade paths for different gear.
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#8 Nov 14 2015 at 5:12 AM Rating: Decent
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So the NMs in Diadem are pop item spawned? Do they also have lottery pop NMs too?
#9 Nov 14 2015 at 11:30 AM Rating: Excellent
I think they're placeholder popped, personally. No popped NMs at this time, but that wouldn't be hard to implement now that the infrastructure is in place.
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#10 Nov 14 2015 at 11:36 AM Rating: Good
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Let me describe the system once I'm home from work this evening.
#11 Nov 14 2015 at 12:15 PM Rating: Decent
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Thayos wrote:
I think they're placeholder popped, personally. No popped NMs at this time, but that wouldn't be hard to implement now that the infrastructure is in place.


Think of it similar to Voidwalker from XI, where you had different messages based on how close/far something is from you before you pop it. Similar idea from the fresh tracks, which is why the general population seem to flood to the dinosaur island instead of the far better island for farming.
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#12 Nov 14 2015 at 12:40 PM Rating: Excellent
We found a dino island with nobody else on it.
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#13 Nov 14 2015 at 1:45 PM Rating: Decent
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Thayos wrote:
We found a dino island with nobody else on it.


Yeah, it's generally the big central ish island with the sanuwa and trex where everyone floods.
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#14 Nov 14 2015 at 6:09 PM Rating: Decent
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Seems like it would be way too specific.

FFXI had it. And it failed hard. I dont think SE would ever want to touch it ever again.

+DEF against Aquans at night time on a watersday during the duration of ability X (While also being of Slot Y and Size Z, which had to match the slot and size on the equipment)

It would be too much carrying around, and waaay too rare for it to actually be of use. And even worse, even if by some miracle all the boxed got ticked off and it activated, they couldnt make it potent so it was barely noticable.
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#15 Nov 14 2015 at 6:14 PM Rating: Excellent
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+DEF against Aquans at night time on a watersday during the duration of ability X


I'm thinking keep it more simplified. Like +damage in Diedum, +physical resistance in Alexander, +elemental resistance against primals, +5 seconds to certain abiliites, etc.

The bonuses on these pieces could be generous because only one or two (at max) pieces could be worn at once. And also, this gear would either be "obsoleted" after a couple of iLevel increases, or it would have to be upgraded through a quest to stay relevant.

The idea would be to give people exotic gear that would benefit them in certain types of content -- not just small, ultra-specific benefits such as against only certain types of mobs.
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#16 Nov 14 2015 at 6:40 PM Rating: Decent
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Thayos wrote:
The idea would be to give people exotic gear that would benefit them in certain types of content -- not just small, ultra-specific benefits such as against only certain types of mobs.


I guess I just don't see the point of putting in time for something specific when most rewards cover a much more broad part of content. In XI you went after situational gear because there wasn't really much else. Stat scaling in the game was such that adding a few points here and there or slightly extending duration was a measurable benefit.

In XIV the stats ramp up much quicker. I'm not certain why you'd focus specifically on the gear with +5 defense in a certain event rather than just going for the item that has as much or more defense in all events.

Just by the name alone, I would expect exotic gear to be more... well, exotic. I'd also toss in the slippery slope argument that if gear starts popping up with affixes you don't normally find, players will want said affixes attached to gear for whatever content they enjoy the most. "Why does this godlike +damage and duration to DoTs only work in [insert event here]? I don't do that content and I want that affix to work for [insert preferred event here]".
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#17 Nov 14 2015 at 8:47 PM Rating: Excellent
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In XIV the stats ramp up much quicker. I'm not certain why you'd focus specifically on the gear with +5 defense in a certain event rather than just going for the item that has as much or more defense in all events.


That's why I'd position this gear to have higher stats or iLevels than anything else in the game -- including primary stats. That way, this gear would give you plenty of reason to wear it in any content, but the unique bonuses would also provide incentive to collect multiple pieces for specific types of content. Best of both worlds.
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#18 Nov 14 2015 at 9:46 PM Rating: Decent
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LOTRO had something close. They were called legendary weapons. They had their own leveling system, so they got stronger the more you fought. And you could customize their stats almost completely with different imbuements.

http://file3.guildlaunch.net/233773/Imbue-Second-IXP.jpg

Edited, Nov 14th 2015 10:52pm by BrokenFox
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#19 Nov 14 2015 at 9:47 PM Rating: Decent
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The idea is much like legendary accessories work in WoW. A single item that has increased ilvl and stats that grants a little something extra than your average gear. The downside is that where legendary items used to be rare(similar to relics in XI), now it's just an item that everyone has. I'm not against the idea, but the name exotic doesn't really fit when you consider that it's something pretty much everyone will have.

The rewards from the mini-expansions sound a bit more like what I would expect exotic gear to be, but since gear swaps aren't a thing it doesn't fit either. Honestly, I feel like this would be better executed in some sort of merit point system where you have limited access to traits, spells, abilities, ect. that might actually be different across players of the same job or class.

I don't feel like I'll ever see that from XIV. It's kinda locked into it's generic MMO safety blanket. I don't think you'll ever see anything in this game anywhere close to the uniqueness of something like a nuke ninja, chi blast monk or bard super tank.



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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#20 Nov 14 2015 at 10:43 PM Rating: Good
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Adding yet another gear tier won't really change much. Personally, I hated how XI eventually started adding new drops to events I'd already long ago finished just to try and lure me back. When I want new content, I want new content. If the complaint is people behind the curve can't find help for the old content, that's when you ease its difficulty or start putting in alternate progression methods. The people who think everything needs to last forever are, quite simply, asking for the impossible. Where does this logic even stop? Should mobs outside the starter cities still be important to max level players? Because that's the eventual conclusion if you start removing bias in acquisition. "It took me so long to get, so it should last a while!" being an example of this. This isn't to say devs haven't tried like with GW2's forced zone caps or Rift's voluntary ones through mentoring, but end of the day, all form of rewards are usually better in your gear appropriate locales.

Now, if one wants to argue that everyone tends to wind up similar in gear and rotation, I'd probably be inclined to agree. XIV lacks for some flexibility here in that, while all jobs can solo to level cap, their role flexibility pretty much ends there. This is why I'd argue ability ******** need to be expanded, not just through stances, with some varied gear selections and, quite importantly, materia that modifies abilities. The last is an idea I've covered here long ago, but think of it as a BLM opting to specialize in Fire (burst damage), Ice (control), or Lightning (DoT) depending on their choices.

Open jobs up enough, as well as giving them the gear to chase in current content, and you ultimately increase their objectives exponentially. Step away from making stuff impossible to get and you also lose that feeling of preservation some get addicted to.
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#21 Nov 14 2015 at 11:10 PM Rating: Good
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Quote:
The idea is much like legendary accessories work in WoW. A single item that has increased ilvl and stats that grants a little something extra than your average gear. The downside is that where legendary items used to be rare(similar to relics in XI), now it's just an item that everyone has. I'm not against the idea, but the name exotic doesn't really fit when you consider that it's something pretty much everyone will have.


The legendary cloak and ring in MoP and WoD were more like XIV relics. Powerful items that you work on across an entire expansion. Legion is making legendaries rare again by turning them into powerful super rare world drops. Though there's always the somewhat strange possibility of killing a buzzard and it coughs up the legendary boots of amazing. I'm not sure which is better really.
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#22 Nov 14 2015 at 11:11 PM Rating: Decent
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FilthMcNasty wrote:


I don't feel like I'll ever see that from XIV. It's kinda locked into it's generic MMO safety blanket. I don't think you'll ever see anything in this game anywhere close to the uniqueness of something like a nuke ninja, chi blast monk or bard super tank.





Doubt we'll ever see anything that creative with this current team. Jobs don't even have different specs.
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#23 Nov 15 2015 at 6:57 AM Rating: Good
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Seriha wrote:
Adding yet another gear tier won't really change much. Personally, I hated how XI eventually started adding new drops to events I'd already long ago finished just to try and lure me back. When I want new content, I want new content. If the complaint is people behind the curve can't find help for the old content, that's when you ease its difficulty or start putting in alternate progression methods. The people who think everything needs to last forever are, quite simply, asking for the impossible. Where does this logic even stop? Should mobs outside the starter cities still be important to max level players? Because that's the eventual conclusion if you start removing bias in acquisition. "It took me so long to get, so it should last a while!" being an example of this. This isn't to say devs haven't tried like with GW2's forced zone caps or Rift's voluntary ones through mentoring, but end of the day, all form of rewards are usually better in your gear appropriate locales.

Now, if one wants to argue that everyone tends to wind up similar in gear and rotation, I'd probably be inclined to agree. XIV lacks for some flexibility here in that, while all jobs can solo to level cap, their role flexibility pretty much ends there. This is why I'd argue ability ******** need to be expanded, not just through stances, with some varied gear selections and, quite importantly, materia that modifies abilities. The last is an idea I've covered here long ago, but think of it as a BLM opting to specialize in Fire (burst damage), Ice (control), or Lightning (DoT) depending on their choices.

Open jobs up enough, as well as giving them the gear to chase in current content, and you ultimately increase their objectives exponentially. Step away from making stuff impossible to get and you also lose that feeling of preservation some get addicted to.

I guess I am the opposite, I like my whole world to remain relevant in my rpg worlds.This trend towards the endless engorging of new content is the reason why no mmos made lately can capture player's hearts and time anymore.Nothing new? Log off until there is. The alternate progression or easing difficulty is something needed, especially if it is content vital to moving forward. No one is asking for forever, just a world that they can reside in, the mileage varies depending on the player.

Should mobs outside starter cities still be important to max level players? Absolutely not in a game with traditional levels. But I would argue, why are there levels to begin with.Does a hunter become proficient at every type of wild game by only killing wild bears with a knife? Would that hunter become stronger and stronger to the point he can cough and kill wild bears close to his home but still die to a bear like a helpless child in the neighboring village? I think all the level capped zones are arbitrary and un-needed, very gamey. Levels are what keeps games from being relevant. If I were a designer and I could make an rpg. I would develop it with no global level, every content/zone has it's own creatures and fauna. And you become proficient at killing imps by killing imps, rabbits can still whip that butt if you have no practice. From that point on, If I encounter an imp of the same name and class group in a different zone, I am still good at killing that particular brand of imp. There would be a skill up system and level system for each piece of content, be it enemy or gathering, or traversing. Guild Wars 2 attempts something like this with masteries but everything is either too easy or too hard because of the level sync system balance. All forms of rewards are usually better in relevant level locales.

I love horizontal systems and deep open world content. But anyone who thinks that is going to take shape in XIV, is fooling themselves. It's been a couple years into the game's life cycle, and SE is not going to take or risk a 180 at this point in the game. They value people being able to group easy which takes balance, anything outside that makes their goal harder to achieve.

Edited, Nov 15th 2015 8:00am by sandpark

Edited, Nov 15th 2015 8:01am by sandpark
#24 Nov 15 2015 at 8:01 AM Rating: Good
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Content antiquation isn't exactly new to RPGs, though. Even in the old NES Dragon Warrior, once you get new gear that's better than the vendor sells in the first town, there's not much of a point to visit that shop again unless you need to sell something. Eventually you'd want to move from the blue/red slimes to drakes/wizards for leveling, and so on.

If zones are feeling shallow once you expend their quest lines, then that tells me some degree of dynamic fluctuation needs to be introduced. FATEs could be a catalyst of such in XIV's case. And while I know such things do exist, it's probably not on the scale where you have people wanting to try and preserve some zone state for the overall server's benefit. Without that, there's not incentive to socialize and socialization is most definitely what made XI's slog more... tolerable. But I'd be wary of attempting to correlate fun had with friends to actual content quality. Not everyone will have the same experience(s) by virtue of no two people being the same.
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#25 Nov 15 2015 at 11:44 AM Rating: Decent
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Seriha wrote:
If zones are feeling shallow once you expend their quest lines, then that tells me some degree of dynamic fluctuation needs to be introduced. FATEs could be a catalyst of such in XIV's case.

This was one of the main things that put me off from XIV. Having so many jobs and classes, I had expected them to spread things out more and make more use of the space. Instead you only really got familiar with the parts of zones where you went to complete a leve or the path you ran back and forth between the 2-3 FATEs you were grinding.

XI is still massive even by today's standards and if you were to consider all of the side quests, missions, exp and NM camps, fishing and gathering spots, daily crafting guild quests and all of the rest of the reasons you had to explore the world, it really dwarfs XIV. Sadly, I feel like that's something that is going to die with XI. Not sure if it's generational or just the current mentality, but it seems like players go out of their way to not go out of their way these days.

Seriha wrote:
Not everyone will have the same experience(s) by virtue of no two people being the same.

We're all different... that's what makes us all the same Smiley: jester

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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#26 Nov 15 2015 at 6:54 PM Rating: Excellent
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Eh, I'll stand behind XI having a lot of extraneous fluff in its zone designs. Not saying it's bad, just a feeling that not every single inch was useful. Most weren't. As for XIV, a lot of the zones could probably stand to be bigger, yeah, but I think the world also tends to feel smaller when you can call a mount whenever. Yes, XIV does need more (repeatable) quests once you finish main storyline stuff for secondary jobs, but in context of world building, I'm not sure that's the same. The whole quest marker thing has also historically been a point of contention across various MMOs. Largely, I'm okay with them. An NPC wanting something should usually have a general idea of what and where. The occasional quest of higher mystery is fine, but I think we can agree the far end of the spectrum was XI's vague hints and generally useless quest log. Keeping a game self-contained without needing wikis or a glut of youtube vids is something I personally find important for both immersion and the casual factor.
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