Hyrist wrote:
FFXI did not have a good reward system
It did actually, because it was horizontal, which kept content relevant due to the fact the gear was and always will be (at the time) useful for various reasons, especially the currency based content systems, which XI has numerous of them when you consider modern XI as well (since people on this board tend to say "you can't look back etc etc.") Maybe it didn't benefit your playstyle personaly, but in terms of itemization? it's still one of the best simply because of the style of gameplay it is.
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The bar's been raised since then, and MMO developers are struggeling between the conflicting aims of having a realistic reward structure for time invested, and keeping players in the game for long periods of time.
When you look at games like FFXIV and some recent MMOs, what bar was raised? Gear is virtually boring and virtually useless when you really think about it. (The whole "Glamour is the real end-game seems like a joke but it's more true than people want to admit.) Even blade & waifu has better itemization than this game, so I don't think any bar was risen, it was lowered if anything because a realistic reward structure wouldn't continually force you into obsolete content, like some 3.4 content is slated to do. it may offer "new rewards" but it doesn't change the fact you're going to be running outdated content as per vertical progression. (Not joking, a task asks you to do binding coil.)
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keeping players in the game for long periods of time
Funnily enough, Yoshida said himself at gamescom that players shouldn't solely play FFXIV at risk of "burning out" and play multiple MMOs as a response to a player asking SPECIFICALLY about incentives on playing this game continually, so I don't think so much a bar was risen as much as it was lowered in many aspects, since normally keeping players in the game for a long period of time was due to content actually lasting longer than a week or two because it was designed with tiers, you used one set of content to fully gear before tackling the next or so on.
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The sweet spot is between but SE seems to lash back and forth to each extreme without ever finding a good center.
The sweet spot is indeed, in between, but the content design kind of makes it hard because this game either hands everything out or makes you work for it, PoTD proven if you hand things out with relevance you're going to obsolete content that actually takes time and effort to do. PoTD in 3.4, if the same as the previous one, will obsolete Sophia day one.which is not good content design. There's no "choosing" either, people will go for the handouts 100% of the time unless, with the limited pool of stats they give us, Sophia's weapons (or armor) is better than PoTD 51-100, much like Diadem is dead on arrival unless there's more to it we don't know yet.
Unless of course, Sophia's Gun for example is Dex/Crit and PoTD gun is Skillspeed and Det, then well, that choice is obvious, but for the majority of the community that have issues doing simple mechanics (watch how many get hit with gaze attacks)..the choice will definitely not be sophia.