Seriha wrote:
Why am I not surprised to see the entitlement card played.
What else is it called when you feel you deserve anything and everything no matter what it is inside of an MMO? XIV for example 95% of the content is already catered to that ideal, which lead to an overall kind of dull game. Entitlement isn't a bad word, that's the definition. I don't even pay for XIV (crysta reserve from SE store and 1.0 days) but I'd technically only pay 10.99 a month, you'd pay whatever, but it doesn't really mean you'll get anything and everything just because you pay, since the terms actually state you're pretty much getting a license to simply access the service.
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XI is pretty much the poster child of how not to do valuable time spawned content.
Except...all of the "time spawned" content makes up less than 1% of XI's content base. Especially since prior to 2005 (making up barely 3 years when time spawns, e.g ground kings, were the "end-game") most of XI's overworld content FOR AN EXTREMELY LONG TIME, has been a force spawned system, especially later in XI's life where you have numerous systems tied to the overworld.
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People will cheat to get any possible advantage, and if something like PvP is a thing, you can bet there will be ganking, too. If there's some other creative angle that can pulled off like forcing Fafhogg to spin in hopes of a flail, then you can bet it'll happen, too.
There's so much cheating going on in XIV it's unreal, the only reason you don't "see" it is because community interaction really doesn't matter much, however, once SE keeps pushing us back towards Hunts (as they will again in 3.4 and 3.45) that's when you see it come into play. In any MMO people will cheat to get an advantage, PvP is SWARMING with botters and hackers which sadly Yoshida said he won't do anything about beyond changing PvP specific packets..which did nothing. So you can't really link overworld content with cheating when in reality, you're playing an MMO, therefore cheating will happen regardless. There's even leveling bots and content bots (that's how easy and scripted this game's content is) that you'll run into occasionally and they're extremely noticeable too.
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And if you think mobs being present an incredibly small percentage of server uptime makes a world more organic, well, I almost feel sorry for you guys embracing such a shallow definition of the word
XIV already has a few like it, it's linked to FATEs however. The fact you're not on right now means you're likely missing a chance at fighting Proto-Ultima or Coeurlregina (I think that's her english name) because of the specific triggers to activate that FATE. So what I find as a shallow definition of "organic" is XIV's current world.
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In XI's case, Campaign was the closest that world got to fluid. And I reference it precisely because it involved player interaction to get the most out of it. It fell short, however, due to the mix of one-base-per-zone and participation not really mattering until Saturday/tally
Besieged and Campaign relied on quite a lot more, the problem is the playerbase didn't really care that much due to the rewards only being so much. You couldn't unlock the "ultimate goal" of assaulting the Shadow Lord without conquering every beastmen held zone and pushing towards Xarcabard. When those conditions were met (+some SCNM kills to kill the generals) you unlocked a special Campaign Operation to fight a BCNM with the Shadow Lord. So it's not that it fell short because of that, it fell short because the only overall reward for campaign were notes and exp and a special BCNM that's actually challenging to unlock (at the time) because the northlands were NOT friendly.
The notes could buy some decent gear but once you had that gear you had no reason to do it other than leveling other jobs or gaining merits. Besieged was mostly to keep the Sanction bonuses active more than anything - it gave an exp reward true, but the premise was a community effort much like Adoulin was solely built around the community effort, which was the only misstep SE took because XIV ARR was launching a few months later so having an expansion rely on the community is an amazing idea done at the wrong time.
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As for people getting tired of FATEs, well, the issues there lie in a mix of reward and lacking variety
HW has some interesting FATEs and rewards for the fates (BiS belts for level 54-57) but the problem is...they're FATEs.
We had FATEs in 2.0
We had FATEs in 3.0
We'll have FATEs in 4.0
We'll have FATEs in 5.0 if the game lasts that long.
FATEs make up the "overworld content" and quite frankly..the more interesting ones go unused simply because it's not going to get you quick exp actually putting in work to unlock it, when you can go FATE chain for some fast exp. They can spawn all primals for a grand FATE and people will still hate it because it's a FATE lol. The game really wasn't designed for overworld content sadly as proven by how it collapses on itself in stuff like Odin/Behemoth/S Rank hunts.
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in synergy with the above idea that worlds can be organic than just a rare mob or two up for a few minutes each day.
Thing is though, XI's world had more going for it than just rare spawn NMs, hell you had dungeons and certain areas that change based on time of day/season/quest completion, that alone has a more immersive feel. Hell even GW2's world has more going for it than XIV's by large.
Absolutely nothing will make XIV's world feel more organic until they give better overworld content or a reason for the world to exist. You can literally access any and all content without leaving the front door of your house/FC house or the main NPCs in Idylshire/Mor Dohna with the exception of content that forces you to talk to an NPC (Savage, Diadem and PoTD.)