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Do you think FFXIV will bring back old school endgame?Follow

#77 Aug 16 2015 at 12:17 PM Rating: Good
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Thayos wrote:
I don't miss having to farm the same content for a year to get one drop, or needing to depend so much on others to get anything done.


Ironically though, this describes XIV as well, especially with the ability to spam content which also created ****** drop rates to the point people were pleading with SE to never do x again for future content.

Remember Atmas? Something that doesn't benefit you in any way as a drop itself but because the atma stage of relic only changed the ilvl and not the stats? Leviathans Mirrors? Ramuh's Weapons? Binding Coil weird drop rates? A MNK in my FC went 6 months of Binding Coil without a drop because it only dropped DRG or Caster stuff lol, so XI and XIV aren't that different in the long run, especially comparing a more modern era of XI to XIV since as said, plenty of people say "this is 2015 not 2004" when...XI has existed since 2001 and continue to exist today and has long had many changes to it. I remember very fondly getting 6 atmas in 30 minutes on release meanwhile people were spending 2-4+ months and not see 1.

Also a thing to note..XI rarely had "no drops" or "the wrong drops", it was all handled by your LS to distribute, I can't count how many times I've seen RDM hat drop in Xarcbard in our every run of it and not get it..not because it didn't drop but because I was further behind in line for it. Same with sky and crimson legs..so many of them dropped in a month but none went to me because it was PLD priority.

I get what you mean though but both game are very similar, XI seems worse in comparison because XIV hands you so much gear and invalidates almost all of it just as quickly it doesn't seem that bad, but I guarantee plenty of people who didn't get lucky has plenty of horror stories from First/Second Coil, Leviathan, Ramuh and Atma farming for relic and so on.

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I'll be very happy with XIV's endgame going forward if "normal mode" raids become permanent.


And sadly, this is what screws up the future of XIV's end-game, because as people say "you can't only focus on x player group" then in the same breath say "why focus on the tiny x%" while ignorig the fact they continue to release content said tiny x% actually partake in. It seems they have no means of releasing a story mode and savage mode at the same time, so it kills the content release by giving them an excuse NOT to do more content.

That's not a "bad thing", it just...is redundant, especially when the content is the same. It's like if they were to release Binding Coil story, 3 months later Crystal Tower Labyrinth, 3 months later they release Binding Coil 1 Savage, 3 months later Binding Coil 2 Savage, 3 months later Binding Coil 3 Savage and so on. It's just extremely sloppy when you think about it, but that's the life of vertical progression. Even though yoshi wants us to play "casually"..the game has more limits than candy crush and even candy crush lets you choose your pacing..XIV kind of forces you to follow its pacing.

Another thing I liked with XI, the "main end-game" was a set pace but the additional end-game content systems were another path you could take..in XIV there's really only 1 route..and it's usually locked tightly by weekly lockouts or cooldowns. Even on content that shouldn't have it. Alexander normal's should have been eased upon implementation of Savage because it's not like the people who spam normal will even get past Faust in savage 1.

So with yoshi stating they're scaling back on the size of updates from here on out and combining smaller updates into the large ones so they can "vary the content" they may be able to actually break out of this same ole same ole formula and let XIV get out of the...ahem...long hallway it's in that people despised in FFXIII.

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#78 Aug 16 2015 at 1:26 PM Rating: Excellent
Difference between repetitive content in XI and xiv though is that in XIV, the carrots are replaced. So it makes no sense for a player to chase one thing so hard for more than a few months, as opposed to XI, when you were forced to farm gear for months or years to be optimal.
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#79 Aug 17 2015 at 12:49 AM Rating: Decent
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Thayos wrote:
I get what Filth is saying (although Hyamann is correct on needing to be consistent with comparison points), but XIV is a totally different kind of game being verticle progression.

There is no consistency to be had in this comparison. FFXIV launched just shy of 5 years ago. At the same point in its lifetime, FFXI had already launched vanilla, RotZ, CoP, ToAU and they had already announced WotG. XIV can stand on it's own now, but you'd be comparing it to FFXI approaching it's prime. That's a blow up.

Thayos wrote:
Difference between repetitive content in XI and xiv though is that in XIV, the carrots are replaced. So it makes no sense for a player to chase one thing so hard for more than a few months, as opposed to XI, when you were forced to farm gear for months or years to be optimal.

If anything it made more sense because you actually knew exactly what the reward was for your effort.

You don't get another carrot in XIV, because you never actually caught the carrot. You get a piece of gear as a reward yes, but you also know that soon that gear will 'expire' and you'll be out chasing another slightly different colored carrot.

FFXI wasn't carrot on a stick. I mean sure, you can use carrot as a substitute for the rewards in XI, but they weren't dangled in your face. Instead you were just told that there was a carrot and usually given some idea about how long you'd have to work to obtain it. I much preferred that to the constant gear treadmill style of more modern MMOs.

Sure you get a new carrot Thayos, but all it does is distract you from the fact that there isn't much else to do in the game. In FFXI, I could make constant progress toward a goal or I could take a break to do something else and come back to it. There was no penalty for doing that so I had that freedom. In XIV, if you are chasing the carrot and stop for a while then your carrot eventually disappears and you have to start your chase over. It's a false sense of progression because unless you keep churning out gear on that treadmill, you stop making any progress.
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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.
#80 Aug 17 2015 at 2:09 AM Rating: Good
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No matter how many times people would like to deny it. FFXIV is not 5 years old. The development cycle was forced to reset for a Realm Reborn. The storyline, assets, etc that were reused for a Realm Reborn effectively became tools that were used to shorten production time on the second go around.

I repeat, a Realm Reborn, in terms of product line, is not an Expansion to FFXIV 1.0. It is an entirely new client and server structure. The only way you can tack it on as part of the development time is as pre-production.

So saying that it has been five years since FFXIV has come out is a complete misnomer. No, that's really not true. FFXIV released an incomplete, horrible project called FFXIV that got scrapped and ripped to pieces for parts. The Re-design, released under the same name with a subtitle, is the new development timeline release date.

This is why we're celebrating 2 years this week, and not 5. 1.xx was a horrible shameful mulligan of a product and the FFXIV we have now is the do-over.

So no, we are in 2 years in FFXIV's Release/Expansion schedule, not five. At this point in FFXI's release timeline, we're partway into Zilart's expansion content. CoP isn't even out yet.

You're never going to have a serious argument trying the drag the monumental error that was 1.xx into this. That blunder caused an interruption in product flow and can be considered a full stop while its content got converted to fit with ARR.


As far as the carrot and stick debate. The Analogy is being misused horribly. FFXI wasn't carrot and stick, that much is true. It was hoarding. A carrot is something you consume, and then its gone. That's actually a fair analogy for FFXIV. You run the track, you get your carrot, you eat it up, and then you get the next carrot dangled in front of you. It's actually closer to true progression than FFXI was, due to FFXI being more side-grade orientated.

Additionally, 'given some idea' as to how long it would take for getting an item in FFXI is a load of crock, especially compared to FFXIV. In FFXI not only did you have to grind currency for gear, but you were required to get specific drops for it. The currency was up for competition against other members depending on how your Endgame Shell was orientated, and there was never a guarantee that you were not going to get scammed. In fact, the uncertainty of this was so bad that several hundred players opted to try to hide an exploit in order to increase their loot certainty. So no, little, if anything in FFXI was certain - other that some people got their collage degree before they got their relic weapon.

In FFXIV you have a player-specific currency and a flat rate in which all participants receive. Gear distribution, especially now, have a set reward schedule, which is pretty much set in stone between the tokens you get for repeat fights, and the currency you get for dungeon grind. This gives a player a true sense of progression for participation, rather than pot luck or complete dependency on co-operation of others to distribute loot fairly.

Progress, is the move ever upwards. Anyone who goes back and Undersize parties Coil can get a clear indication of how far they've progressed. Hoarding, is ever expanding your horizons of the things you have - such as the many many gear-swap set game FFXI came to be.

FFXI's progression, if it can be called that, was very minute. Most content shared similar levels of difficulty and did not really give much as far as results for the gear you were gathering. A common argumentative trope was talking on how people were arguing and grinding at gear over and over again for fractions of percentages of improvements - and those conversations went on for years.

FFXIV is Progression. You progress above and beyond the content that becomes dated. Treadmill indicates there's never any comparison point of improvement. Yet, there is, clearly. Your progress is continual and the new gear you get makes older content feel staunchly easier. (For Example, check Alex normal average clear rates before and after the average player got an Esoterics weapon.)

FFXI was hoarding. You got slightly more powerful the more stuff you kept on your person and swapped in and out, but the content still remained pretty much the same level of difficulty. Your improvement was based on how big your hoard was and how well you micromanaged the pieces.

Just more evidence to point out that these were quintessentially different games appealing to different sensibilities and trying to compare the two is really comparing apples to oranges.

Edited, Aug 17th 2015 4:12am by Hyrist
#81 Aug 17 2015 at 4:33 AM Rating: Decent
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Hyrist wrote:
No matter how many times people would like to deny it. FFXIV is not 5 years old.

No it's not the same game it was 5 years ago, but yes; FFXIV is 5 years old. ARR ushered in a whole slew of adjustments and redesigned mechanics, but that doesn't make it a completely new game. That makes it a completely different game.

Hyrist wrote:
You're never going to have a serious argument trying the drag the monumental error that was 1.xx into this.

FFXIV 1.0 is not the focus of the discussion. None of the comparisons of XIV and XI are taking it into account so I'm not sure why you'd even bring it up. Maybe I missed something? Where is anyone talking about the 1.0 version? The only acknowledgement it gets is that it was the first version, ARR was 2.0 and Heavensward is 3.0 so it's only really being used as a placeholder to keep count. I don't think being in denial about the existence of 1.0 would validate the discussion in any way.

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.
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HaibaneRenmei wrote:
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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.
#82 Aug 17 2015 at 7:54 AM Rating: Decent
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Hyrist wrote:
No matter how many times people would like to deny it. FFXIV is not 5 years old. The development cycle was forced to reset for a Realm Reborn. The storyline, assets, etc that were reused for a Realm Reborn effectively became tools that were used to shorten production time on the second go around.


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.

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I repeat, a Realm Reborn, in terms of product line, is not an Expansion to FFXIV 1.0. It is an entirely new client and server structure. The only way you can tack it on as part of the development time is as pre-production.


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.. Throwing in the fact ARR was a revamp, meaning 5 years, XI definitely had more to do. Thats why vertical progression is a very weird format. It works for some things..but in the long run, the way SE went about it in XIV makes it feel like they have no content.

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.

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Your progress is continual and the new gear you get makes older content feel staunchly easier. (For Example, check Alex normal average clear rates before and after the average player got an Esoterics weapon.)


This is good and bad because it makes the content feel meaningless in the long run because they don't create content to really challenge you to begin with as term of "required progression". I'm not sure how your XI life was, but the same was true in XI - Once I started getting my sky drops ((not currency based)) and started to get my crafted pieces (e.g the HQ staffs) things got easier, same with sea and so on. XI (and xiv) have currency based content, but XIV's is only currency based in terms of general content.

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.

This is the Aether dataceneter I'm using for that btw, but Sarga and Balmung players...Idk sometimes.

If we're to look at current XI, ilvl gear has the same effect of basically 'dwarfing' old content - For example Delve and so on is so much easier with "starter" ilvl117 gear but sinister reign is a challenge unless you're in ilvl119 gear.
Edited, Aug 17th 2015 6:56am by Theonehio

Edited, Aug 17th 2015 7:25am by Theonehio
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#83 Aug 17 2015 at 8:28 AM Rating: Excellent
You could say FFXIV as an IP is 5 years old, but this version of FFXIV we are playing is 2 years old. They literally ripped the old one to prices and salvages it for parts. Especially for the sake of this convo, to say XIV is five years old makes zero sense. That would be like saying that the FFXI smartphone game will be 13 years old when it launches.

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In XIV, if you are chasing the carrot and stop for a while then your carrot eventually disappears and you have to start your chase over. It's a false sense of progression because unless you keep churning out gear on that treadmill, you stop making any progress.


This is true, and I thought about this during my last post. In XIV, you chase carrots more rapidly than you do in XI. However, you also spend more time on top, and the carrot chasing is less stressful. You can play knowing that, in time, the carrots will be virtually given to you if you've been unable to catch them.

Yes, XI did have carrots on sticks. All MMOs do. I didn't chase after all that gear because the would look nice in my mog house. I chased gear when it would make my character incrementally better at something, even if I knew it had a chance of being replaced later on. Those are carrots! They were just on stupidly long sticks, and there were a ton of them (which goes back to the whole point of this thread about there being "more to do" in XI).

If we could wind back the clock and discuss carrots/sticks at FFXI's high point, people would be calling you guys nuts for denying the existence of carrots in Vana'diel.

Here's one thread from "back in the day" proving that, yes, those of us who were immersed in FFXI definitely had our share of sticks & carrots. NOBODY argued that the carrots didn't exist. They've always existed. It's only the sizes of the sticks and carrots that have changed.

http://www.zam.com/forum.html?forum=10&mid=1238040843134496542#28

That thread is actually relevant to now, as well, because XIV found a way to have sticks/carrots gameplay without everything (or anything) being "SRS BSNS." Case in point... I'm actually grinding Alex NM just so I might someday glamor the full set. I'm not doing it for statistical gain, or to be accepted into a larger community... I'm just doing it because I flat-out want to. I literally never chased gear that I didn't need in XI, because there were always so many other carrots that NEEDED to be chased.

But that's why there was "more to do" in XI. There were always more carrots on longer sticks. At 2 years into ARR, there's actually a ton to do in this game -- more actual content than XI had after 2 years -- but in XIV, the content stops being carrots. That's what separates the two games, and it's a valid debate over which model is better from gamer to gamer. All MMO players want to chase carrots, even if they don't really know it or want to admit it.

Edited, Aug 17th 2015 8:29am by Thayos
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#84 Aug 17 2015 at 10:00 AM Rating: Good
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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.

I guess it comes down to the question of what your goal really is. Is your goal just to have the item in your possession, or is it to help you accomplish something? The first is really just a stepping stone on the way to the second.

Do you want [item] just to have it? Or do you want it because it will help you kill [boss]? Those are two very different goals.
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#85 Aug 17 2015 at 10:31 AM Rating: Excellent
Quote:
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.


This is totally not true.

For most players, the size of the carrot depends entirely on how much your power increases by obtaining a goal. That's why, in FFXI, ground kings and other HNMs were camped by dozens of people on every possible window, while other NMs were roaming the world untouched even by RMT.

The fact SE made those monsters appear so rarely despite the huge crush of people competing to farm it is, by intentional design, the "stick" on which the carrot (gear) is attached. And it's the combination of sticks and carrots that's the true measure of a game's progression.


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#86 Aug 17 2015 at 11:35 AM Rating: Decent
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Thayos wrote:
You could say FFXIV as an IP is 5 years old, but this version of FFXIV we are playing is 2 years old.

No, the version you are playing is as old as whenever it was that the last version update happened. FFXIV is FFXIV. It doesn't suck nearly as much as it used to, but no one even mentioned 1.0 except to try and distance it from ARR and Heavensward. There is really no need for a denial umbrella to shield you from any rain of flames from people still salty about it so can we just move on now? Thanks Smiley: clown

Thayos wrote:
I'm actually grinding Alex NM just so I might someday glamor the full set. I'm not doing it for statistical gain, or to be accepted into a larger community... I'm just doing it because I flat-out want to. I literally never chased gear that I didn't need in XI, because there were always so many other carrots that NEEDED to be chased.

I would say you were probably in the minority here. FFXI didn't have glamours or transmog that allowed you to change the appearance of gear, but people did farm, craft, camp and spend gil on gear that they wanted to have simply for the look.

I think maybe you've said carrot on a stick too much. It seems like you're losing the meaning of the idiom.

Carrot = reward used as motivation
As it relates to endgame in XI and XIV, this would be developer generated rewards used to motivate players to participate in endgame content.
Stick = punishment for not chasing after the reward
As it relates to endgame in XI and XIV, this would be some sort of penalty incurred by players refusing to progress through endgame content.

I don't really feel like you were motivated to progress in XI beyond for the sake of the experience. Yes people wanted gear, but I don't remember having any specific gear as any requirement in order to advance(aside from maybe Brygid). There was never any point in the several years it took to acquire my Spharai that I thought to myself "I can't wait until I have this relic so I can finally participate in [insert endgame event here]". Obviously people wanted to have the best gear they could perform with, but gear was never really any requirement.

I also don't really feel like I was punished for not participating. I considered myself and endgame player so maybe I'm not thinking of it, but I honestly don't see it. Outside of not earning it to own it and maybe small bits of storyline, what was the penalty for not progressing through endgame in FFXI?

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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.
#87 Aug 17 2015 at 11:36 AM Rating: Excellent
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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.

Quote:
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.

--

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
#88 Aug 17 2015 at 12:07 PM Rating: Excellent
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No, the version you are playing is as old as whenever it was that the last version update happened.


Smiley: rolleyes

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I would say you were probably in the minority here. FFXI didn't have glamours or transmog that allowed you to change the appearance of gear, but people did farm, craft, camp and spend gil on gear that they wanted to have simply for the look.


Yeah, people got gear for looks... for their mannequins... and only if nobody wanted it because it was pointless junk.

The majority of player goals in XI were based on acquiring gear that enhanced a stat or ability. There was no glamoring. I remember a brief fad of "town" gear when ToAU came out, but most people just stood around in their rare endgame gear, which was far more desirable & enviable in the min/max-centric FFXI community.

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I don't really feel like you were motivated to progress in XI beyond for the sake of the experience. Yes people wanted gear, but I don't remember having any specific gear as any requirement in order to advance(aside from maybe Brygid).


I'm starting to think we weren't playing the same FFXI. Pretty much the entire community was driven by better gear. Go over to the XI forum and search for old patch notes (and Tummie's file-mining threads), and see for yourself what people were most excited over. I knew a few people in game who were kind of like Vana'diel hipsters, and they didn't really care about gear progression (my friend who was a die-hard GS paladin comes to mind). Do you remember how those people were treated in parties and in the at-large forum communities? Yeah, it wasn't always pretty... and that's because players who weren't actively trying to optimize were considered the dreaded "G" word... Gimps.

That said, Filth, the second part of your statement is correct! There weren't any specific gear requirements during XI's peak. And, even more noteworthy, just about all of the endgame bosses could be downed with relatively crappy gear as long as everyone worked together! For that reason, it always bothered me that people could be so elitist and focused on gear, because it literally didn't matter.

But, it was what it was. Gear progression was THE focus of XI's community. It's why people had multiple linkshells for various events, and why most of those linkshells turned over so quickly as people got the items they needed.

As for carrots on sticks, the "sticks" in FFXI were the artificial difficulties and time sinks that Hyrist speaks of. The consequence to a failed NM camp is hours of time wasted. The consequence of a failed CoP run would be the time wasted farming pop items. And even if you managed to outclaim everyone else and win the battle, you were more likely than not going to waste your time because of the game's crazy-bad RNG. FFXI was a punishing, punishing, punishing game, which is largely why people felt "accomplishment" for winning fights that were ultimately pretty easy (again, ironic, considering the lack of accomplishment people feel after winning much more difficult battles in XIV... but in XIV, we're dealing with shorter sticks for smaller carrots).

The idea of sticks and carrots isn't hard to understand -- you're overthinking it. You also may have lost some perspective, given how games have changed in recent years. That said, we've been discussing carrots on sticks (and their roles in FFXI) on the ZAM forums literally for YEARS now. The argument that sticks/carrots never existed in XI is both revisionist and wrong.

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As it relates to endgame in XI and XIV, this would be some sort of penalty incurred by players refusing to progress through endgame content.


In all my years as a gaming admin and follower of MMO news & discussions, this is the first time I've heard as "sticks" described in this way. Sticks have always been referred to as the trials players must endure (including the consequences they face) in order to reach the carrots. The bigger the carrot, the longer the MMO company can get away with making the stick. The sticks/carrots formula has been the central element in all of MMOs for years, both in F2P and P2P models.

https://barcode1966.files.wordpress.com/2015/04/bp-carrot-stick.jpg

This is literally all it is. If your game is going to be built with large sticks (as FFXI was), then the carrots had better be nice and plump, or else nobody will bother chasing them. Or, if your game is going to be nothing but small carrots (as FFXIV is), then you can't get away with having big sticks... but that means you've got to pump out a lot more carrots so people will keep chasing (and paying).

Edited, Aug 17th 2015 11:41am by Thayos
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#89 Aug 17 2015 at 12:40 PM Rating: Decent
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I have to be honest, for me reading what you both are discussing I feel the truth for me is somewhere in the middle heh. It is funny how different we see the same things, especially afterwards when we have new perspectives for ourselves as well.
#90 Aug 17 2015 at 12:48 PM Rating: Excellent
Don't get me wrong... I had a great time in XI. I will never find as much enjoyment playing a game as I did while playing XI, and a big part of that was my in-game community.

That said, I had my awesome social linkshell... and we did have great times together... but then I also had my various endgame linkshells. And for the most part, the people and interactions in those endgame linkshells were largely forgettable, because all we were doing was farming gear -- doing the same endgame events over and over and over -- and for no other purpose than pure statistical advancement. Chasing carrots.

The real joy came when you could band together and chase carrots with your friends... that's why I enjoyed my CoP static so much. Usually, though, the game made it infeasible to chase carrots in such small, focused groups. And when the game finally started focusing on those kinds of goals (with the introduction of Abyssea), many of XI's loyal customers openly criticized it or even cancelled their subscriptions.

ALSO..

Here is a great read on sticks & carrots that was originally printed in Game Developer Magazine: http://gamasutra.com/view/news/200139/A_better_carrot_a_better_stick_On_risks_and_player_behaviorism.php

Edited, Aug 17th 2015 11:55am by Thayos
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#91 Aug 17 2015 at 1:58 PM Rating: Good
FilthMcNasty wrote:
All it took to do a 6 man [Promyvion] climb pre-nerf was patience and awareness.

And all it took to win were five players who could follow incredibly simple instructions, and a SMN running the show who knew how to Astral Flow. I went 23/23 on capped (pre- and post-nerf) Promys, levelling SMN specifically to do so. I enjoyed them (and the climb) immensely.

I should try T5 someday to see what the fuss is about. I suspect it's a lot harder than Promy. Smiley: lol
#92 Aug 17 2015 at 2:36 PM Rating: Decent
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Hyrist wrote:
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.


Except that 'progression' is being used here to denote the progression style of the game, i.e. vertical or horizontal progression. FFXI is considered horizontal progression while FFXIV is considered vertical progression. Horizontal progression allows players to pick and choose what they wish to participate in while vertical progression follows a predetermined path. Tier 1 > Tier 2 > ect.

Whether or not your player grows in power(or by how much) is inconsequential because there is generally little to no power gained in horizontal progression. That creep is a byproduct of vertical progression. Horizontal progression is a bit more holistic and you're given a bit more freedom in how you advance your character and even what sort of role you play in a group.

Thayos wrote:
The majority of player goals in XI were based on acquiring gear that enhanced a stat or ability.

The majority of my goals in XI were based on experiencing content. Aside from my goal of getting a Spharai(and the time invested there trying to fund it), gear took a backseat to the actual experience. I'm not gonna sit here and pretend that I didn't want specific pieces of gear, but it didn't drive everything I did. It also never kept me from doing something I wanted to do like it could in FFXIV.

Thayos wrote:
That said, Filth, the second part of your statement is correct! There weren't any specific gear requirements during XI's peak. And, even more noteworthy, just about all of the endgame bosses could be downed with relatively crappy gear as long as everyone worked together! For that reason, it always bothered me that people could be so elitist and focused on gear, because it literally didn't matter.

I was never one of those people drooling over gear in the data mining threads. I'd be lying if I said I didn't take a peek, but mostly to see what it was going to look like. Shout outs to Spira. Anyway, I came to terms with the fact that gear was generally the same because horizontal progression. The difference between gimp and god in FFXI was having 1 more STR, DEX, or accuracy Smiley: sly

Trust me, I watched the RMT bots claim and kill Fafhogg in gear you'd be embarrassed to let your moogle see you in. I was never concerned with how my members dressed because participation and execution were far more important.

Thayos wrote:
As for carrots on sticks, the "sticks" in FFXI were the artificial difficulties and time sinks that Hyrist speaks of. The consequence to a failed NM camp is hours of time wasted. The consequence of a failed CoP run would be the time wasted farming pop items. And even if you managed to outclaim everyone else and win the battle, you were more likely than not going to waste your time because of the game's crazy-bad RNG.

I can't agree here. Choosing to spend your time camping a NM for a low chance at claiming a mob and then a horridly low chance at getting the drop is a matter of choice. You go in knowing and accepting that you might walk with nothing. At the very least, you had an opportunity.

I will retract my statement that there was no stick in FFXI though. There was exactly one and it was the biggest gnarliest stick of them all...

The portal you had to take to get to Kirin Smiley: lol
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#93 Aug 17 2015 at 2:55 PM Rating: Excellent
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The majority of my goals in XI were based on experiencing content.


Personally, my high point in XI was actually managing my social linkshell... but even the stuff we did was dictated by sticks/carrots... just much smaller carrots on shorter sticks. For example, my GS paladin friend always wanted to kill offbeat NMs that nobody else ever cared about, so we'd go hunt those. Or we'd run the promies to farm drops for the AH. Or we'd sometimes go after something like Ug Pendants. We always had fun, and we had fun because we were doing these adventures together... but still, those tiny sticks/carrots were always there.

When we weren't doing events, we'd all be chasing our own separate carrots. Very, very rarely did we just sit around, doing nothing, not chasing some kind of carrot.

That's the luxury of a horizontal game though. As you said earlier, power creep in a horizontal game moves very slowly... like one stat point at a time. But that one stat point is STILL an improvement, and maybe it's been an entire year since the last time you could enhance your enfeebling skill by +1... so if you're a red mage, that little bump is still exciting!

SE actually started getting wise around ToAU, with Assault rewards... if you didn't want to go through the hassle of chasing the biggest carrots on the longest sticks, you could get an assault group and chase after a respectably large carrot on a significantly shorter stick. That was a game changer, imo... I wish SE would have kept that balance for the rest of the game's life.

Quote:
Choosing to spend your time camping a NM for a low chance at claiming a mob and then a horridly low chance at getting the drop is a matter of choice.


This is the essence of sticks and carrots... offer players a reward, but create some kind of grind, risk or consequence in order to get it. Players who want to chase the carrot must deal with the stick. It's all about choice. If players were REQUIRED to chase carrots at the ends of long sticks, then everyone would quit and the game would fail (cough cough Wildstar cough cough). It has to be a choice.

Edited, Aug 17th 2015 1:57pm by Thayos
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#94 Aug 17 2015 at 3:10 PM Rating: Good
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Except that 'progression' is being used here to denote the progression style of the game, i.e. vertical or horizontal progression. FFXI is considered horizontal progression while FFXIV is considered vertical progression. Horizontal progression allows players to pick and choose what they wish to participate in while vertical progression follows a predetermined path. Tier 1 > Tier 2 > ect.


Stopping you there. The progression style references the player's progression.

Vertical means straight raise in stats, directly obsoleting content beneath it.

Horizontal means expanding the variety of stats and stat combinations available to the player, allowing them to compose one or several builds to maximize their play.

Seriously, go read an article about it. It's all about character progression, and the various ways the content provides it. The game type of an MMO is determined as vertical or Horizondal directly on how the player-character advances. The content is a means to an end.

If you had multiple parallels of endgame that continued to provide a steady but heavy rise in power creep (read, ilvl gear) it would still be a vertical progression MMO, even if those different kinds of endgame were completely optional. That particular style would be considered pillared vertical progression. What we have is pyramid vertical, in which there is 'one set' maximum difficulty, maximum reward content.

Edited, Aug 17th 2015 5:19pm by Hyrist
#95 Aug 17 2015 at 3:22 PM Rating: Excellent
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Horizontal means expanding the variety of stats and stat combinations available to the player, allowing them to compose one or several builds to maximize their play.


And content is "obsoleted" in horizontal games, too! It just happens at a much slower pace, and usually with a lot more uproar from the playerbase.

Even in some vertical games, though, there's still a small bit of horizontal wiggle room. A great example now is choosing between Alexander NM gear or esoterics gear. Although Eso gear is 10 iLevels better, both gear sets are more than adequate for beating all content in the game except for Alexander SM. And soon, when new gear is released in the upcoming 24-man content (I'm guessing that will be iLevel 200), then people can effectively choose between Alexander NM, 24-man or upgraded ESO gear. This is especially viable for people who are gearing up more than one job.

That said, the stick for the ESO carrot is so small that most people get ESO gear regardless... but still, the element of "choice" is there. You don't have to farm ESOs. Right now, you could pretty much roam the world with a small group, hunt A ranks, buy law gear and then farm Alex NM. Not saying anyone does that, but the choice IS there.

EDIT: Hryist, just read your bit about pillared vertical games. I think that's what Yoshi-P is going for with XIV, only there are only like two or three pillars at any given time.

Edited, Aug 17th 2015 2:25pm by Thayos
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#96 Aug 17 2015 at 3:48 PM Rating: Excellent
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Thayos wrote:
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Horizontal means expanding the variety of stats and stat combinations available to the player, allowing them to compose one or several builds to maximize their play.


And content is "obsoleted" in horizontal games, too! It just happens at a much slower pace, and usually with a lot more uproar from the playerbase.

Even in some vertical games, though, there's still a small bit of horizontal wiggle room.


That's actually because no MMO is 100% Vertical or Horizontal, which is why they're subjection to each type. FFXIV in particular, however, seems to be very strict in the manner they're enforcing vertical progression.

Power creep is an inevitable part of any Horizontal progression MMO, and the fight to keep it down is a constant struggle .But players will always mix and match gear to try to squeeze the optimum performance out of what they have.

This is why FFXI's Windower also came with gear-swap macros that measured in milliseconds, to squeeze the absolute most out of your hoard of gear. FFXIV bypasses this between the inability to swap equipment mid battle, and the fact that it is vertical progression.


Quote:
EDIT: H[yr]ist, just read your bit about pillared vertical games. I think that's what Yoshi-P is going for with XIV, only there are only like two or three pillars at any given time.

Ultimately no ,because the path to Max gear is time-relaxed. On patch, there is only one path to maximum gear potential and that only gets relaxed out towards the end of tier cycle.

Ideally, a true pillared endgame would have all the alternative methods available at the start of the cycle. Unfortunately SE's booked their content updates too distributed for something like that.

Sorry if I'm coming off harsh on the definitions. Keep in mind I follow the gaming industry as a hobby. The terminology and conversational tropes being used back on this stuff is old hat for me. And it crosses my compulsion to want to be on the same page with people when someone tries to take those terms in a direction not intended.


Edited, Aug 17th 2015 5:52pm by Hyrist
#97 Aug 17 2015 at 3:57 PM Rating: Excellent
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Sorry if I'm coming off harsh on the definitions. Keep in mind I follow the gaming industry as a hobby.


No worries! I appreciate your insights on pillared vertical systems. That makes sense for it to be based on max gear builds, as opposed to just "possible" gear builds that are suitable for casual players.
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#98 Aug 17 2015 at 5:50 PM Rating: Excellent
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The concept of the Pyramid endgame is to have a wide base that narrows as you go up in difficulty. This is to insure the maximum available participation in the hardest of content, as opposed to a divided content base from a pillared endgame. This directs all who want to push the highest end raid and equipment into the same pool of participation, and facilitates the building of statics. If there's no where else to go, they're all going to congregate.

The difficulty in Pillared endgame can also be seen in horizontal MMOs as they grow wider and fall in effective population. I mean face it, high end raiding is Niche. With everyone doing various kinds of content, finding a consecrated base from which to complete that content becomes progressively more difficult as time goes on, and that applies globally. Part of the philosophy behind FFXI's droprate systems was that those who completed content would file into new content immediately and populate that, and new members and members who had not yet obtained their desired items would continue to populate older content. Problem is, that had diminishing returns long term.

FFXIV, with the exception of Raid content seems to put emphasis of keeping older content relevant by making it a part of currency and relic grinds. I'm at this point curious as to what they intend to do with High Level Roulette and Crystal Tower come 3.1. I have a feeling it may become something of a focus for the "Recruitment" system they have mentioned, about training an NPC crew. But it does seem that SE has a plan to keep old content relevant long term, by making new objectives that utilize this content.

And honestly, I personally feel that's a smart move, although I hope they continue to reward charity in the form of going back into this old content for bonus or unique advancement. This will keep the game friendly for newcommers, and that is always a good thing.

One thing they could do, to put some new life into this older content, is to make these dungeons more variable, and alter the maps to utilize more of the space within them. Much of the original Tamtara Deepcroft and Thousand Maws of Toto Rak is cut off for the sake of effiency. Now that this content is becoming more dated, that should be less of a concern. May as well spice them up and make them interesting.
#99 Aug 18 2015 at 6:06 AM Rating: Decent
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Thayos wrote:
[Personally, my high point in XI was actually managing my social linkshell... but even the stuff we did was dictated by sticks/carrots... just much smaller carrots on shorter sticks. For example, my GS paladin friend always wanted to kill offbeat NMs that nobody else ever cared about, so we'd go hunt those. Or we'd run the promies to farm drops for the AH. Or we'd sometimes go after something like Ug Pendants. We always had fun, and we had fun because we were doing these adventures together... but still, those tiny sticks/carrots were always there.


The sticks and carrots thing man, you're really missing the point there. These are rewards and penalties placed into the game by developers to encourage(read: force) players into participating in specific content. What you're talking about here has nothing at all to do with that. Sure there were a ton of different things you could do in XI to occupy yourself, but those aren't carrots on a stick. No one lured you into camping random NMs or farming promy or tonberry for money. There was also no penalty for not doing any of those activities.

That's what carrot on a stick means. Developers enticing you toward the content they want you participating in by baiting you with shiny stuff(carrots) and penalizing you if you don't participate(stick).

Hyrist wrote:
Stopping you there. The progression style references the player's progression.

Vertical means straight raise in stats, directly obsoleting content beneath it.

Horizontal means expanding the variety of stats and stat combinations available to the player, allowing them to compose one or several builds to maximize their play.

I don't know why you're stopping me, you're saying what I said almost verbatim. Vertical progression is about player power(increases making content obsolete) and horizontal progression is about choices and variety of play style.

It almost seems like you're trying to disagree with me for the sake of disagreement. If it's simply because you want to attach progression to the character, that's silly. Whether or not a game follows one style of progression or the other is completely up to the designers and developers of the game. It's not something players get to decide so their hand is forced.

Edited, Aug 18th 2015 8:08am by FilthMcNasty
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#100 Aug 18 2015 at 7:04 AM Rating: Decent
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You might think it's silly, Filthy, but the difference between the concepts of Character and Content progression has had a clear and visible impact on game development.

One of the bigger examples of this is actually recent: Guild Wars 2, where their initial design was mostly based on content progression. This landed them in harsh criticism by its base that lead to the complaint that there was no meaningful endgame to speak of and that it was all glamour. They had, in truth, though that content progression could carry a lot of what they did, and they could bypass and stall out Power Creep. And it wound them out in hot water.

It's not that I'm intentionally trying to disagree with you. My compulsion to establish a mutual understanding demands I correct you so that you're on the same page of discussion here. It's not that we're saying the same things, it's that you're interpreting their meaning in a method contrary to the industry. That leaves huge room for misunderstanding, which triggers.

In Vertical and Horizontal gameplays, the player base ultimately experiences Power Creep. Horizontal, it's usually slower because what's causing the power creep is the players determining the best sets for the best moments. (Min maxing.) And as more gear comes into focus, those sets modify. In truth, you're really not giving people more choice in content if the player's focus is Best in Slot - which it is. (Otherwise, as I said before, FFXIV would be given much more credit for the side content they've been producing.) Rather you're just making them go into a wider distribution of content for a smaller incremental rise in power. This is one of the major ways games tend to provide an illusion of choice. Those who tend to prefer vertical progression usually complain that it just muddies the water, and nitpick at how x gear is pointless.

Vertical progression is more straight forward. The gear growth is clearly tiered and the min-maxing debate is shortened ( almost to the point if non-existence in FFXIV's situation) It really boils down to making sure you reach your accuracy cap, then following your stat weights.

Both wind up progressing the character which in turn controls the content being dolled out. Vertical Progression games tend to use Gear checks more heavily than Horizontal to stagger progression. Where as Horizontal usually relies on other impeding methods, such as drop rates.

These are reasons why it is important that the developer and the consumer are on the same page when it comes to understanding common terminology. It's not that I want to establish an emphasis on player progression verses content progression. It's that this emphasis is already established in gaming history and those that try to 'break the mold' realize that the mold exists for a reason the hard way.

When it comes to MMOs, the progression mechanic is focused around the player-character.
#101 Aug 18 2015 at 8:26 AM Rating: Excellent
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The sticks and carrots thing man, you're really missing the point there. These are rewards and penalties placed into the game by developers to encourage(read: force) players into participating in specific content.


Actually, I just did more reading... and you're partially right. I did have the visual representation of the idiom wrong. While this topic is widely discussed on MMO forums as "carrot-on-a-stick" mechanics (which is what I was referring to), the stick in the non-MMO standard idiom is literally a stick hitting the horse's behind.

It's interesting that, in MMO communities, people often speak of this as I do... like carrots being dangled at the ends of sticks of different sizes. I think this is the case because, in MMOs, the evolved idiom makes a lot more tangible sense. When we fail a goal in an MMO, the only way in which we're really punished is with a loss of time. Experience points losses, the loss of a pop item, the need to re-run the raid, etc., all translates to a loss of time and nothing more. Game developers can't beat us, shock us, take things away from us, etc... but they can certainly invalidate the time we've spent in their games, and that's a meaningful consequence.

Which is why everything else I've said is absolutely correct. Like virtually all other MMOs, FFXI was definitely a game of sticks and carrots back in its heyday (haven't touched it in two years, so can't say anything about what it is now). Whether you interpret the stick as the thing beating your behind or separating you from your goal, it's all the same... you chose which carrots to pursue based on the risk of the stick.

If I told you the ultimate weapon for your class required a synth from rare drops with horrible drop rates from NMs that only popped once a week -- and if that synth only had a 1 percent chance of success -- you'd never chase that carrot, no matter how big it was. You'd find the next-bast carrot with a more palatable stick. This is the essence of what keeps people involved and grinding through various systems of MMOs, FFXI included. Or, if you're enjoying a random event night with your social linkshell, you're not going to go and tackle an immensely difficult HNM (burning a rare pop set in the process) if you don't have the jobs/skill/practice to be confident in winning. Instead, you'll seek out a smaller carrot with a more forgiving stick, because who wants their fun event night to turn into a giant waste of pop items (time)? Sticks and carrots... that's all it is.

My comments about FFXIV are also absolutely correct. It, too, is a game of sticks and carrots... but many more smaller carrots and much, much smaller sticks. And, eventually, the carrots are essentially given to you.

So, now that we're on the same page with semantics, how about you explain why you don't think sticks/carrots applied to FFXI?


Edited, Aug 18th 2015 8:36am by Thayos
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