I apologize for this massive post, but I felt as if we should explore this matter in more detail, rather than just bantering back and forth. I wanted to decribe, in full, how my experiences in both of these games played out in comparison to one another, and why I feel they cannot be accurately be compared.
TL;DL, Apples and Oranges, FFXIV Heavensward has way, way much more content than Zilart, which is the accurate timeline gague for where we are (NA Release was first expansion) And right now Heavensard has enough content, as a whole, to compare with CoP - barring the differences between Vertical Progression and Horizontal. The stark differences in feeling are a result of FFXI's tendancy to bloat content with artificial difficult, and FFXIV's obsession with streamlining content to the bare bones.
If we look at both as a negative: It's like comparing obesity vs anorexia. Anyways, onto the post at (very) large:
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FilthMcNasty wrote:
If your goal is to obtain a piece of gear, you reach your goal when you obtain said piece of gear. Progression is the measure up to and including the completion of that goal. How much your player power increases(if at all) upon reaching that goal is of no consequence.
Except the term of progression content is not determined by what you personally believe is the definition. It is instead determined by the wider community, which is in conflict with your statement.
The concept of progression is widely accepted and perceived as the progression your character makes, ie: The net resulting power creep of your character. It is in this sense,
character progression, that the term progression is coined in the prevailing discussions regarding MMOs in general, is the qualification benchmark when discussing content in most argumentative characters. The net power game of a player is actually the core mechanic. What you are referring to, which is
content progression, is the biproduct rather than the core. That’s why Horizontal and Vertical are considered means to an end.
This is easily seen in MMO discussions wherever they're more prevalent than here. By your logic, Beastmen dailies should count towards 'progression' content - but that sort of argument will hold no weight in any official MMO discussion forum. If it doesn't net them a gain in power, that content is ignored.
This is important to recognize, even here. Because if we were not ignoring that content, we could count so many small things that are being overlooked as part of the breath of FFXIV's content scope - and we have not. (Perhaps we should.)
Even Hio is arguing how much content is irrelevant to ‘progression’ due to the fact that the average character is so much higher on the power-creep scale. Which is a fair argument on behalf of Horizontal progression. But we’re past the point where Horizontal progression can be considered as part of the format of this game. It’s already slated for an eventual level cap of 100, as was announced more than two years ago at this point.
Theonehio wrote:
The reason I say it's 5 years old is because without the 2010-2011 version of XIV, ARR and very loosely HW, would not have had the content to sustain a proper launch. This is why I said in the grand scheme of things, XiV is 5 years old. ARR itself may be the "revamp", but the majority of the content and concepts of 2.0 existed since 2010, if not sooner per development cycle. If you didn't play XIV or know of it existence, ARR is indeed a brand new MMO..but there's far too many assets and story elements reused to really try to ignore than there was a previous version of this game.
However, on the same vein, calling it 5 years old is a misnomer. Iga’s Castlevania habits of reusing graphical, physics and combat mechanic assets come to mind. Something that is salvaged to reduce development time and increase productivity does not mean the product itself is older upon release onset.
That would be on the logic vein of including development time as part of the game’s age, in which case FFXV is already over five years old and it’s not even released.
Post cycle on development begins on product release date, not before. If people can’t even agree on that then that just provides more evidence to my point that discussions on these topics become pointless.
ARR is the Swan that got frankensteined together from the shambled bits of the ugly duckling that was 1.xx, but in terms of lifetime this iteration of FFXIV is only 2 years old. I’m sorry but bringing up 1.xx continually when it comes production time is kinda moot and redundant, and can be mistaken very quickly for sour grapes.
Thayos has the good idea. The IP is 5 years old, but the game itself is only 2. What we played back in 1.xx was a different game. So much that going back to 1.xx from 3.0 mechanics feels alien.
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It isn't..which is why I said in terms of ARR+HW compared to XI at the same time frame..XI had much more to do, this is strictly ignoring the XIV 1.x assets..
This is patently wrong - and stems from the discrepancy in the timeline you’re thinking. Again, we’re second year, going into the beginnings of Third. Expansion wise, we’re still in Zilart stage.
And as far as “Things to do†we’ve now lapped FFXI several times over. Dynamis at this point in time isn’t even out, and even if it was, FFXIV has more than that too, size of zones and artificial difficulty notwithstanding.
It’s not as if FFXI had more to do, at all. FFXIV dwarfs that in comparison. Where was FFXI’s beastmen quests? FATEs alone encompass Expeditionary Force , Highly Notorious Monster fights, and even similar systems to Sky and Sea with the Fate Chains, especially in Heavensward where these chains lead to large, powerful enemies that drop equipment not had anywhere else.
We easily have far more dungeons as FFXI had in the entirety of Zilart, and may even be at this point more than even CoP at this point. And the actual land-mass covered in these dungeons at this point at the very least equates the size of the dungeon zones that FFXI had through Zilart.
I will contest the concept of ignoring reused assets to produce new content as part of this as well. Quicksand Caves is not the same as it was in 1.xx by a long shot. And most reused dungeon content follows that.
However even if we ignore the pieces of content that follows through similar veins mechanically, the amount is smaller compared to the new content that came out in subsequent patches alone. Hard Modes Dungeons revamped every component and featured new fights. New Dungeons on top of that, and we’re not even discussing Guildhests at this point, of which FFXI has no equivalent until Treasures of Aht Urgan’s system.
It’s completely, and utterly wrong to say there was more to do in FFXI at this point. It’s simply not true. FFXIV in Heavensward may even at this point be comparable to Zilart + CoP in CoP’s early days, before Sea was released.
That said, you are correct in saying that it FEELS like there is less to do - and we should explore that vein.
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The problem is best summed up in your next paragraph, so let’s review that first.
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If you join now, you'll have plenty to do as you won't know that the content you're doing has no use to you progressively, because let's be honest...people would skip 2.x content if HW, like other MMOs, had level 1-cap content base. The fact 2.x is obsolete means effectively 2 years (again ignoring XIV 1.x) content base is meaningless. A lot of MMOs (and even SE) has a sort of "this is what happened" if you join in an expansion or a long time down the road and start you off up to date. Especially if they go the route obsoleting their content base.
In a vertical progression game, content that is there, seems invalidated because there is such an emphasis on ‘current content’. People are obsessed with having a higher number next to that Asterisk in your character portrait - and I think that does the majority of the game a disservice.
FFXI, in comparison, was far more bloated affair, using drop rates and artificial difficulty to make less content seem like more. This, in pair with a Horizontal progression gearing system meant you spent more time in older content because it still felt relevant to you. Those drops you mentioned, getting pieces from Sky and Sea and whatnot, started giving you advanced pieces for your Hoard, when you got them. But in truth, you were just stomping the same grounds, hoping that ‘this time’ the item you’ve been hunting for six weeks (or in some cases six months or more)may drop.
In many cases, you felt you had more to do simply because you rarely got anything done.Imagine if Dynamis was designed for you to be able to get all the equipment you wanted out of it if you dedicated to it ,well before Limbus came out? (Or for that matter, having all the drops in the City Dynamis before Beaucedine came out, and then again before Dynamis Lord) Then it would feel as if you had less to do. Right now we’re complaining at systems that lock people out and don't reward fast enough, where FFXI had these problems in spades, and it drew out the content far longer than the content’s difficulty itself.
Therefore, it always felt like you had more to do. And many people are completely ok with that kind of game. Apples.
FFXIV (and to some degree, the Twilight period of FFXI) has the opposite problem. Everything is easy access, all the content is quickly completed and digested, and the rewards of them are for the most part, acquired before the new content came out. And when the new content comes out, old content becomes irrelevant to character progression.
No more writing thesis papers while waiting to get the drop from Leaping Lizzy, or doing your studying during Fafnir/Nidhogg’s spawn camping sessions. Now it’s go out, get your weekly/daily allotment of stuff in a few hours, and your progression efforts are done for that lockout period.
There is plenty else to do. But it’s not related to that progression mechanic. There’s no pressure, therefore it gets ignored. But there are many who enjoy having the simple ,straightforward endgame as well as those who enjoy the casual pursuits they can play and go for. Oranges.
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What I keep hearing from these arguments is the square peg arguing that the round hole is cramped and doesn't fit them. These core concepts and mechanics just don’t work with their sensibilities and they want them to change.
What makes this endeavor fruitless is that in many ways, their desires have been met in ways that just aren’t relevant to progression. There is, in fact, an amazing amount of content to do for the age of this game. It does, however, fall into the trope of streamlining too much and falling into the same base systems.
But in the end, these core differing design philosophies won’t change. It’s like complaining that there isn’t enough RPG elements in a First Person shooter, or, perhaps more accurately, that a World War II shooter does not have enough science fiction elements. These elements are dynamically opposed and just don’t fit together.
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As for the Eso weapon and such..all that did was help with Savage pushing, I still see people wiping even more in Alex normal because aside the content already starting off easy, they feel they can start to ignore mechanics and they're "so much stronger now" despite after parsing a DRG with his eso weapon and one with a ravana weapon, the Ravana DRG was 350 DPS higher.
That’s curious. My experiences on Aether are the opposite. Since the inclusion of Eso weapons, clears on Alexander normal have come far more stable than previously, to the point where it’s clear when people don’t have Eso weapons because the group has such a harder time of it. My experience in Experts has also garnered similar results.
I could be incorrect, or you could have had a string of bad luck. I’ll sit on this more and see the rule of averages play out.
Edited, Aug 17th 2015 1:49pm by Hyrist