Quote:
Exploratory missions were implemented as a new type of content based on the idea that items can be randomly obtained through farming and players could create their own rules and approaches. Up until recently, there were many limiting rules and a focus on set content in FFXIV.
However, since this deviated greatly from the content we’ve had up until now, there has been challenges involving the friction between players who want to gather and those who wish to battle, as well as the length of time spent playing this content.
Additionally, due to the fact that this was new content, we felt the need to include reward items which were attractive, which is why we decided to add item level 210 items to Diadem. This had both pros and cons. With the item level of the rewards for Alexander: Gordias (Savage) set to 210, we had to restrict the amount of item level 210 gear in circulation in order to maintain the minimum amount of motivation for players challenging Savage.
Just as mentioned in the feedback we have been receiving, had the item level been 205, I believe we could have kept it as it was for farming and not had to make adjustments. This equipment could then have been used to challenge Savage, and we feel that this was an issue as well.
In accordance with feedback, we will be aiming to make exploratory mission content more rule based, such as the following.
More chances for exploration.
Make a system for matching routes with different objectives such as battle and gathering focused.
Add variation to the exploration objectives, and make it more fun to explore as an individual party.
Create set rewards and make it so that farming is not the only objective.
Reduce the content time, and turn it into content that does not rely greatly on player skill.
We'll be introducing changes via maintenance in order to reduce the content time of exploratory missions and to make adjustments to the balance of item circulation, while making it into a place for collecting items and spirit bonding. We’re also planning a large scale expansion to this content in the next exploratory mission update. We’ll be utilizing everyone’s feedback as much as possible for this.
However, since this deviated greatly from the content we’ve had up until now, there has been challenges involving the friction between players who want to gather and those who wish to battle, as well as the length of time spent playing this content.
Additionally, due to the fact that this was new content, we felt the need to include reward items which were attractive, which is why we decided to add item level 210 items to Diadem. This had both pros and cons. With the item level of the rewards for Alexander: Gordias (Savage) set to 210, we had to restrict the amount of item level 210 gear in circulation in order to maintain the minimum amount of motivation for players challenging Savage.
Just as mentioned in the feedback we have been receiving, had the item level been 205, I believe we could have kept it as it was for farming and not had to make adjustments. This equipment could then have been used to challenge Savage, and we feel that this was an issue as well.
In accordance with feedback, we will be aiming to make exploratory mission content more rule based, such as the following.
More chances for exploration.
Make a system for matching routes with different objectives such as battle and gathering focused.
Add variation to the exploration objectives, and make it more fun to explore as an individual party.
Create set rewards and make it so that farming is not the only objective.
Reduce the content time, and turn it into content that does not rely greatly on player skill.
We'll be introducing changes via maintenance in order to reduce the content time of exploratory missions and to make adjustments to the balance of item circulation, while making it into a place for collecting items and spirit bonding. We’re also planning a large scale expansion to this content in the next exploratory mission update. We’ll be utilizing everyone’s feedback as much as possible for this.
At face value, I love everything here except for that bolded part. I'm thinking there's some kind of mistranslation going on -- or some kind of misunderstanding -- because the Diadem already doesn't rely at all on player skill. The only way it could rely on skill less would be to have monsters auto-die while you stand next to them and wait. What I'm hoping that means is that rather than insert lots of mechanics, the content will be designed so the gameplay remains more casual and focused more on completing objectives.I don't want Diadem to be so heavy with jump rope mechanics that it requires a static, too.
I also like the slight nerf to Diadem gear... I have absolutely no problem with putting it 5 iLevels below the current raid tier, and other casual/midcore gamers shouldn't either. That still makes for a strong endgame set for taking on harder content once it has been nerfed a bit.
Curious to see what others have to say... but this may be enough to make me a happy Eorzean again.
Edited, Dec 23rd 2015 11:03am by Thayos