Would any amount of "reward adjustments" actually work in the current game?

RSS News

Syndicated News Service
With how many posts there are about V&C dungeon rewards it makes me wonder if it's actually feasible to adjust the rewards in a way that meets even the bare minimum of demand?

If you look at content like Pilgrim's Traverse or Occult Crescent, do the rewards actually satisfy in those, and if so, what are they doing different?

This is just my personal things, and it's that XIV has largely moved away from player progression in terms of rewards, so much so that not even V&C dungeons do not take into account materia you slot in.

And sadly, atleast for me a lot of my personal joy in games, is the player progression. But Mounts, minions or even glamour do not satisfy me, because I have so many that it just becomes noise at the end of the day.

I think that's where a Deep Dungeons sort of is ok-ish, because player progression is part of the Aetherpool weapons & gear, even if it is very surface level +1 bonus.

Think that's also how I see Field Operations as well, even if OC is the bare minimum of that kind of player progression, other ones have peaked my interest a bit more. It is one of the reasons I omitted from buying the gear from the marketplace for Eureka, because I felt like it would possibly ruin the intentional character progression in the area.

It also was a huge driving force for me during the MSQ, I didn't do MSQ because of a possible mount or a minion or really even a glamour item. Mainly I did for the story, but new stronger gear is what made me exited for new dungeons. If it looked ugly, I was happy glamour existed.

I know there's probably no-way to go back to a traditional player progression in XIV, I know even today a lot of players want materia & ilvl to be removed entirely. And it doesn't need to, but I do think new additional content could lean more into a more traditional player progressional feeling, which then is also reflected in the rewards as well.

For me it is a huge driving force in any videogame and sadly I think that's why people will never be satisfied with whatever rewards they put into new content.

Usually if I see a cool mount or glamour, what I think is; "oh that's a cool gear piece or mount, maybe I'll do that content one day" and said content will stay in a backlog of things to do eventually when I'm bored or can't find anything else to do. It is not a driving force for me.

That said, I did clear Variant dungeons entirely yesterday for the facewear. But mostly cause I found the boss mechanics fun.

Lastly, no, I wont go play WoW. Because I know alot of people will reply with "this isn't wow" or something. I just think it would work much better for new type of content if player progression is implemented in both the content systems, as well as the reward structure. Rather than; "where do we insert this carrot, so people actually play our content"

Continue reading...
 
Back
Top