Thayos wrote:
Quote:
Only if you never touch a good chunk of this game's content.
I do all battle content in this game except for savage-level raiding, which is just a sliver of the available content.
"Sliver of content" that tends to be the main set of progression content, but you always love to say those players don't matter.
Maybe to us Japanese repetition is defined differently than to western players but:
Every 6 months you get a new progression tier, that's the same style content with the only deviation being the difficulty shift based on community complaints.
Every patch update introduces the same style content.
An entire expansion pack was literally the same style content.
You grind Tomes for your gear, which is literally the same concept started 3 years ago that has yet to deviate.
The two sets of relic weapons ended up essentially being the same style grind content, with Zodiac actually having a slight variation.
Every dungeon is a hallway simulator, has yet to deviate from design.
Every alliance content is the same style content, which is why people are hoping that Omega in terms of raid is actually different because there's no hope for Return to Ivalice in terms of design.
Every Ex-Primal is the same style content with the only deviation being how "death friendly" it is.
Every. Single. Patch.
That's repetitive, especially considering the lockout/grind requirements.
Karlina wrote:
One system isn't inherently better than the other, but they tend to appeal to different sets of people.
But it doesn't keep certain people from trying to say XIV's is superior.
Hell, take this 24-man Ultima fight they had the PERFECT chance to do something different - they ****** it up as always because of the fear players will be done with content "too quickly." There's just far too many artificial barriers in XIV which makes it far more repetitive than in XI. XI's gear stayed relevant for a long time because the battle style more than anything.
The "goals" in XIV doesn't ever reset, it's "Your gear from last even patch update is now worthless, go get relevant gear again." Unless you work on a relic weapon, which never gets "obsoleted" but it never gets brought up to cap until prior to an expansion release. There just really needs to be far more variation, so while "the scenery changes"...you're doing the same thing. It's pretty much like saying you sit at home and play your gameboy, you go to the store and play your gameboy, you go to school and play your gameboy at lunch etc. The scenery is changing then too, but you're still doing the same thing in the end.
This is why the biggest disappointment is them going back on the "quest based progression" the 3.x relics were supposed to be.
Edited, Feb 28th 2017 3:46am by Theonehio