Hi everybody,
While we have a general plans, we want to gather general feedback on endgame - your problems with it, your general ideas for it, etc. to make sure we move in the right direction.
Please post any thoughts below.
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Estarra the Eternal says, "Give Shevat the floor please."
- the option for characters to be married at the Hall of Records without needing a Divine/Avatar for it, while keeping the other option open (I think this was suggested in ideas at some point, but just bringing it up here again)
- designing to generate a (small amount of) family honour
Once you're a demigod you can keep on gaining experience just like anyone else, but you stop scaling to it. You can still offer corpses, use bashing to make gold, use them for quests, bash to generate credits, or just for the sake of seeing your experience numbers go up if that's your bag, but that's it. If you don't want to really grind anymore you don't have to, you're done! That part of the game is pretty tedious as is anyways, there are constant requests to overhaul it or otherwise make it more interesting: no more need, problem solved. You can just end bashing by getting to demigod.
Demicults
Makes me think more about something that denizens who haven't stepped through the portal might join.
As a slight alternative
Economy
To mention it again, one of the things I've seen a lot with endgame is that it expands on systems you've already been using and isn't always limited to just being max level content because the goal is really just to keep people invested and playing.
Dungeons shift from a character levelling focus to an item levelling focus, there's things like reputation systems create loops that reuse areas that players have progressed past.
Comments have indicated people see getting cool looking outfits and customising a house is "endgame" for FFXIV crafters because you can spend days and weeks just on that.
Doing the economy and all that first would also provide more activities for people and then it could be expanded into the end game.
That is, optional demi-realms completely made out of aetherstuff so they were clearly not based on any existing game threads (just like manses can be anything and are not based on lore). Starting player mini-events and contests that are more like initiating pre-defined arena games, just with an option to choose a few flavour options (pick an NPC type, shortdesc, or whatever), and have it take place in 'the real Lusternian world'.
If that doesn't work, all good. I'll cede to those who have been at end-game for a while. It's just a personal preference that setting up grind to accumulate more power/artis/whatever isn't usually a type of end-game/elder-game that interests me.
Also, I'd love to see more types of curio pieces being rewarded from thematically linked quests (ex: bubble curios from their specific areas, light set from the inner sea stuff, torture from asylum/similar quests, face set from duum, etc etc) There's a lot of curio sets that no-one's really going to pay real money for (excluding super-completionists), but if given the chance to earn them in game I'm sure people will happily grind and trade for.
I know it's not really endgame specific, but it can be very grindy and I don't think it would be too hard to implement, as both the quests and the curios themselves are already in the game.
- Update the trading systems with concepts like a loot mechanic which can be incorporated into current designs.
- Update bashing as an activity with a focus on making it a more interesting experience. (For example, implementing mob afflictions, combos, rotations just for mob killing etc)
- Add in an instanced dungeon/quest mechanism that loops in with and expands on the loot mechanism and provides varying challenges. Have some scale wholly with player level, others that scale only within a range.
- Expand the instance mechanism into a loop for demigods where the demi-instances drop loot which enables you to get more powerful, which lets you scale up the difficulty on the instances to get more/more powerful loot make more powerful equipment to scale up further, and so on. (The buffing mechanism would be set up so that it only works inside demi-instances)
- Potentially split the demi-instances on thematic lines (different planes, the domoth realms, etc) and introduce rankings for them for a competitive element. This could make it so progressing along one line doesn't mean progress along all of them and people may be incentivised purely to see if they can push their numbers higher than anyone else.
- The loot from demi-instances could also be used elsewhere. For example, demi-orders might have bonuses and the like which consume the loot, potentially scaled relative to the scale the loot was gained at.
You can technically do things out of that order but the idea would also be to build and make new things available, rather than like... if you did demi-instances first with the scaling, but then went back and tried to incorporate them into a trading update later, or needed to change the difficulties of the challenges inside based on a bashing update.