The Leading FFXIV Gil Seller - Uffxiv.com!

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.

Related News
04
Aug

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..

20
Aug

Parties kicking for squabbles is nothing new in the FFXIV Duty Finder

Anyways, that's my two cents and a nice chunk of text, tanks denying full clears and parties kicking for squabbles is nothing new in the FFXIV Duty Finder

14
Aug

Final Fantasy XIV ARR: The logic behind Warrior and Dark Knight getting their stances at 30

When I leveled my Final Fantasy XIV Paladin about 2 years ago, I had 0 aggro issues. No class could pull off me in dungeons 30 to 40. (Nor before or after for that matter lol)

14
Jul

If you want to delete your black mage character and quit-look on uffxiv.com

Not everyone is good at this game and it sucks when getting stuck in a Duty Finder where people just cannot push the right buttons to do something properly

19
Jul

Final Fantasy XIV: The cause of friction between roles has nothing to do with the roles itself

Have you played a tank post 50? On the second ffxiv boss of Sohm Al I can out DPS most actual DPS classes on the second boss because I can stay in deliverance most of the time

23
Oct

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.

Leave A Reply

Final Fantasy XIV Top News