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The pve/pvp side of FF14 is definitely more of a semi-singleplayer game, but the community potential is very big. It's just that this potential is only realized for those who're ready to go out there and connect with other people, while older games made you find people because you wouldn't be able to progress w/o them.
But that kind of hardcoreness is frowned upon these days, because it's "inconvenient". And we get all the auto-partyfinders and easy pve content and no owpvp, so there's no push to talk to other people. Imo that's bad, but obviously that's where the genre has been moving towards for the past decade or so.
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I mean, that kind of thing is always subjective. Obviously the game should give the option to progress towards those goals (and Ashes claims to have those), but every person decides their winstate for themselves.
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Yeah, I need to explain it in a better way, but we've got too little info about the nodes. Though I doubt we'll get too much of innerworkings of that system either way, so that suggestion might not apply at all.
But assumption was that hardcore players would be playing for way longer which would lead to uselessness of casuals (at least that's been the case in L2 for me), so I wanted to come up with a system where casuals would not only have the same amount of impact on the world (be it through their own actions or by selling the time that they couldn't play out) but would also earn some money while doing whatever they like in the game.
I used analogy of trickle down economics in that post, but afterwards I realized that this system would be closer to universal basic income. People would be doing things they enjoy w/o worrying that they won't have enough resources for survival.
I hope that Intrepid comes up with a system where casuals manage to enjoy their time in the game and have enough resources to progress towards whatever goal the set for themselves, but, from what I understand of the node system, that might be a difficult thing to balance.
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Yeah, pvp is definitely one of the bigger issues, but there's also the no fast travel, no party finder, open world bosses, open world dungeons, the whole "selling fomo cosmetics before release" and the overall "player friction" design doesn't lend itself to convenient gameplay which has been one of the main desires of Asmon and his chat's.
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True, but the sheer mention of "open world pvp" sends people into all-out panic. And all the dozens (not even) of L2 players across all social media can't say enough to calm down those screaming people. Obviously the values of corruption gain and removal and all of that will have to be tested, but I can already imagine that any person that gets attacked even once (not even killed) would complain that they can't play the game like that. Which would most likely lead to owpvp removal or the game dying due to all the complaints snowballing out of control. I hope I'm wrong in that assumption though, but only the time will tell.
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Those fiestas can be done in the form of an event, like caravans or sieges or guild wars. And I see the stat dampening as the main deterrent to all those people who loved using a dagger/archer class in L2 and just went around genociding lowbies for no fucking reason.
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I assume augments will be closer to real broadening of gameplay, while enchantments will prop those augments up and maybe give some additional effects/powers, but nothing too substantial. Though we obviously know nothing outside of "horizontal ench might give you some elements and vertical will give you some power", which tells us nothing. So we'll have to see what Intrepid has planned later on.