Seriha wrote:
Krycis wrote:
Seriha wrote:
I'd disagree strongly with that, but I'd rather not clog things up with GW2 issues here. Abridged version would basically be zero endgame PvE content that isn't shackled to dungeon spamming.
I'm guessing you meant that you want endgame content that's not in dungeons, or at least not 4/8/* dungeons? Your comment reads like you want all of endgame "shackled" to dungeons. ;P
I could see solo dungeons, not "Hero" mode versions of currently deployed ones, but new ones that progress a story as a good endgame "dungeon". But they'd have to create lots of them or create them in a way that repeating them doesn't equate to what you'd consider "spammy". Sadly, endgame at launch of any game is going to be some sort of hamster wheel--even if it's PvP, that's just a different grind, maybe not for gear; even for glory you're doing the same damn thing over and over.
The big thing I want to see an MMO do is offer equal progression outside the dungeon/raid sphere. Yes, I know the people who like that will ***** to high heavens about how they feel people don't deserve such progress or that people don't need that kind of gear growth for the open world, but in the end I just see it as a Game Over for those who can't commit reliably to the dungeon/raid scene and you seriously can't call vanity options, housing, or other little mini-games a substitute.
Solo dungeons are certainly an option, but I'd wiggle leves in here, too. Crafting should also be equally accessible without requiring dungeon/raid drops. GC seal equipment is also a method, it just needs higher tiers to pull that off. Repeatable (not daily/weekly) quests to work toward another possible currency wouldn't hurt. And of course new story content in general. So, while in theory the hardcore may be able to grind this out at a fair pace and bemoan there's nothing to do, they are not the target audience and they only have themselves to blame for playing beyond the norm. The only true concession I'd be willing to make here is letting dungeon/raid gear be prettier with all the glows and sparkles some yearn for, and while the alternative doesn't look bad, perhaps if on equal gear footing, they'll have a better chance to chase the shiny gear if they do get the chance. Right now, more people are inclined to not bother because time and connections simply aren't on their side.
To better perpetuate all this, I'd certainly love to see more dynamic zones fueled perhaps by FATE chains. Given the beastmen/primal influence, you can have them conquering hubs (even from each other) with the player objective to try and reclaim. Given enough build-up, you might even see Odin/Behemoth tier open-world primal fights with new tricks for the more hardcore to take on, too. Of course, if the players are holding the terrain, they'll have more access to those quests I alluded to, possibly bonus vendors, and perhaps even outright perks like lower teleport costs or increased mount speeds. Just get people out in the world doing stuff.
^ More of this.
I would love to see more traditional leveling options in the open world. Open-world party level sync would be a good start, the FATE sync's are nice but running from place to place for them and skipping everything else isn't my cup of tea.
I also agree the "game begins at end-game" philosophy worries me. For everyone that enjoys character development and the change in play that can occur (Red Mage before & after Refresh in XI for example) this basically means
the game ends at end-game. Hopefully the team at SE keeps this in mind as they raise cap and don't make level 50-60 more 1-week long EZ mode FATE spamming. Additionally, I would like to see more depth added into crafting & gathering classes, and new spawn points/drops added to existing areas occasionally to keep the older areas fresh.
Finally, where dungeons are concerned, please SE remove party restrictions. I already have DF people showing up in their underwear with a weapon and then proceeding to steal all the hate when I'm tanking. For my 2 friends we pressed on and completed the run although it was somewhat painful at times. If I can complete a dungeon with 2 friends and this kind of 4th player behavior I'm pretty sure the 3 of us can clear the content ourselves. Let us decide how many people we are taking in (at or below the maximum allowed) and what jobs we want to use. Hell, if we want to try 3 DD jobs let us give it a try.