I doubt that something like this would cause grand company related whining for the simple fact that in FFXIV the effects were ridiculously low-impact
I think this would work well in FFXIV
I doubt that something like this would cause grand company related whining for the simple fact that in FFXIV the effects were ridiculously low-impact. Control of a region did bring benefits, but for the most part those benefits were inconsequential:
- Control of a region allowed players to purchase region-specific goods from a vendor in their city. Of course, if you wanted those goods, all you had to do was teleport to the city currently in control; it didn't have to be your city.
- Control of a region allowed a player to unlock teleports to that region. Possibly the only significant prize, and unlocking the teleports closest to the three main cities was both useful and a badge of honor since they were so hard to take over.
- Control of a region eased teleport costs to that region. Teleport costs were already very cheap, though, so this didn't matter much.
- Control of a region eased the cost of setting home point with guards in that area. However, there was rarely a good reason to do so.
Conquest also had an overall weekly ranking system with slightly greater impact, with countries ranked first, second, or third. (Winfirst, Second'oria, and Lastok! :3 ):
- First place won the right to host a carnival that included certain special vendor items. As with the regional vendors above, anyone could go to the winning city and partake.
- Higher rankings meant that vendors in the city would have a greater variety of items. This one was interesting, in that only citizens of that city could purchase the first place items, though anyone could go to a sufficiently high-ranking city to get second and third place items. By and large, though, these items were often obsolete fairly early in the leveling process, so it wasn't that great an advantage.
- Players desiring to change their citizenship had to pay more to transfer from a low-ranked city to a high-ranked city.
To a normal FFXIV player, though, Conquest wasn't a huge impact on their lives. There was very little that individuals could do to influence Conquest, and even by doing NOTHING the weighting inherent in the system ensured that every nation got its turn in first, second, or third place, eventually. As such, Conquest was a kind of roulette, particularly for players waiting to access items exclusive to first place. Is Bastok first this week? Nope, well, maybe next week I can buy my Republic Aketon.
It was an interesting idea in concept, meant to provide a sort of competition between players of the different nations without resorting to outright PvP, but in execution individual players had so little power over regional conquest that it might as well have been the weather. Rather than an interesting and competetive game, it wound up being an irritating and unpredictable barrier at worst, and generally meaningless at best.
SE later went on to introduce Campaign in the Wings of the Goddess expansion, which was similar to Conquest, but EVEN MORE reliant on mass participation to get anything done. There were powerful rewards available in cases where the bulk of players for a given faction actually made an effort to push the Beastmen back and occupy their home territories, but it was rare that players were actually willing to do so. The primary motivators for players to participate in Conquest was to earn FFXIV Gil points, and to build up one's rank enough to acquire excellent weapons and armor - both of which could be done far more efficiently when one didn't bother with the stronghold fights at all.
I don't see a similar system in FFXIV being any better. If it's meant to depend on widespread participation to succeed, there will not be enough interest as individuals feel that their participation has no impact. If it happens involuntarily, just by being part of a grand company or whatever, it will give the impression of being random and meaningless. If the prizes available are too good, players will become resentful since obtaining them will seem to be a matter of randomness, not something they can accomplish through their own efforts.
FFXIV Script gear is not pointless
People who only really work on one or two crafts, and make a little ffxiv gil here and there when they find a unique niche they can grab on the market before it's found out and overrun.
FFXIV lack relative content is like saying a new TV show lacks episode Knowing that a new season
New content always comes up in and has always come in decent times with a massive patch of new dungeons,story,mini games, raids and special features, so saying that FFXIV lack relative content is like saying a new TV show lacks episode Knowing that a new season will come up.
Nael van Darnus was built using a male Elezen skeleton in FFXIV 1.0
For what it's worth, a chunk of us made it to Fan Festival and Rocl flat out asked people when he got the chance. If I remember correctly, Koji Fox suggested that Yoshida field the question and Yoshida stated, "Man! MAN! Always man!"
When did you start tanking in Final Fantasy XIV?
The learning curve and challenge really held my interest in FFXIV, my first mmorpg, as I read guide after guide and asked endless questions on FFXIV Realm.
Lets look at the tome cap change problem - Final Fantasy XIV Online
Even in FFXIV we have something like that, its just sad the blue XP bar does have a max limit..
There's no denying FFXIV had problems
Oh there's no denying FFXIV had problems. It had a lot of problems. It had volumes of problems. Truth be told in many ways it was not a good game. I played on PS2 initially and eventually on 360, it was a terribly janky game