Yes, it's completely impossible that someone can get burned out on doing the same quests over and over by level 30. The game has pretty much shown you what it has to offer by that point, and it's completely possible to find what it has quite boring.
I personally thought that it picked up at that point.... I guess I enjoyed going after and killing that duechebag Samael a little too much lol
My random complaint, besides the shitty questlines, would have to be the lack of standout BGM in this game. It's all pretty forgettable(or even annoying, after such little time spent in Velika lol). I guess I sort of took for granted the quality of varied, often epic, music from FFXI.
I'm not fed-up with Tera or anything, but man, I think the battered-wife syndrome has me wanting to come back to FFXI once I experience the joys of lv60 XD
I disagree. You've seen very little of the game by level 30. You are barely past the tutorial stage (1-20). You barely have any glyphs. You haven't been introduced to some of the more fun instance mechanics. You haven't experienced pvp at 60 with gear that makes matches last a bit.
He was complaining about 54-57.. So yeah its not about not standing to do the grind. Its about not feeling like levels 52-58 are well designed and were not westernized very well. I do not know how it was in KTera. I played for all of about 30 levels on KTera and decided I liked the game enough to play it at NA Launch. I do know that Val Elenium may be one of the single worst designed leveling areas in any single MMO I have played in the last 10 years. Starting the zone at level 52 only to be met with level 55 orange monsters is not appropriate design when every other area up until this point as been vs 0-1 levels above you. You fast hit level 56 monsters and as you move to finish a "quest zone" you are met enemies as high as 58. Toss in the fact that this range does not scale linearly. First quests are Orange Mobs, Second hub is mostly white, then third is back to orange and then red.
This has nothing to do with the retarded scaling of mob health that suddenly happens 52-57 which is then suddenly fixed at 58-60. You can talk all you want about "reconsider MMO's as a whole" stuff. I am old school enough to remember grinding and enjoying it. I also remember that I had the opportunity in EVERY grind based game to go kill appropriately leveled monsters. They did a piss poor job at designing in Val Elenium, period.
I love the game, it is quite rewarding and unlike Lucavi's opinion, I do not find that combat is tedious or boring. Quest design as a whole could desperately use less of the kill 10 rats or gather 10 things genre's. The game doesn't even use enough of the other generic MMO tropes of "Escort" and "Delivery" and once you get out of Arcadia they stop using the "use this item on this mob". They simply got bored of trying to come up with something new. The fact that you do not have to loot the quest items yourself for the "get 10 boar livers" type quests makes the questing system seem even more like its just kill quests. Which is a problem.
The game is fun, its cool, its pretty. It doesn't mean that there is not a good deal of things they need to fix. Stuff can be challenging and difficult and they can even be a grind (rep, xp, gold) but they don't need to be tedious for tediousness' sake.
None of that has anything to do with the fact that it is entirely possible to be burned out from doing the exact same quest types ad nauseum across multiple characters. You seriously mean to tell me that the fact that there are a few more glyphs between 46 and 60 suddenly means that the quest progression changes radically? You're going to tell me that the quests suddenly become extremely varied and complex? You're going to tell me that the plot opens up into a story of mystery and intrigue, where it was not before? You're trying to sell me the tale that 60 PVP is somehow so much better than PVP at 46 when I'm still running as slow as molasses and people are still heading straight for safe-zone camps? Don't even mention PVP in this game: its a joke and you know it - nice combat system be damned.
Try to sell it someone else, thanks. I don't need to have a 60 to know that its more of the same at the top. I have plenty of people not simply in this thread, but across many servers telling me what I already know. Its the fact that there is no respite at the top that helps to keep me from wanting to reach the top. Gear progression works the same. PVP works the same. Sitting around for hours to run an instance works the same. Instead of grinding the same mobs for individual quests, I am now grinding the same mobs for dailies.
A few points. Glyphs do change playstyles substantially. I'm constantly changing up my lancer and it enables different styles of tanking. I still haven't settled on my preferred style yet because I have not tanked a hard mode. Same on my warrior. Depending on your glyph setup, your approach to pve and pvp should be substantially different. There is A LOT of room for experimentation and variations in the combat system for my two classes at 60. I imagine the same is true for most classes. Also you don't have your 60 skills yet, those change things a lot too.
I never mentioned anything about the plot. It's garbage. But then again this game wasn't sold based on its plot, it was sold based on its combat.
The questing is dull as shit, but dungeons along the way are fun. Fighting BAMs and learning them as you level is awesome, and you'll actually get better at your classes and do better at end game if you learn the BAMs very well during your grinding. I leveled Lancer with SPD and WhiteChocobo (Hai guys!) playing on Sorcerer and Archer. We did every BAM quest along the way without a healer. It was mad fun, made us learn their moves (or die) and at 60 I was much better at tanking then I would have been otherwise.
I will tell you that pvp at 60 is amazing. Specially group pvp. You think pvp is you running slow as molasses and heading to safe-zones because that is all you have seen. I joined an actual pvp guild, and I do death matches, duels, open world gvg, organized 5v5, 10v10, 15v15 GvGs every single day that I've been in this guild. Yeah, there is safe zone camping, but there's plenty of awesome pvp too. I'm having a blast. You just have to find the right group to do what you find enjoyable. You won't find real pvp below 60 because people aren't doing it. You get to 60, find yourself a pvp guild and you'll suddenly find there is a lot more to games. Not everyone avoids GvGs because there is no reward. Some of us actually like seeing the server announce that we've won our latest GvG.
Also, we have two zerkers that can win duels against sorcs, mystics, archers, and warriors with +7-8 PvP axes, and they are devastating in group pvp. So your class isn't as gimped as you may think it is. It just takes a lot of practice to play this game right.
So yeah, you think you know this game because you've listened to whiny people bitch about the game at 60. You think there's no pvp because you assume an in-game reward is needed to motivate actual pvp (if you need a reward, try a 5v5 Death Match and bet 1,000 gold). It's true that there are only 4 end game dungeons, but I'm going to assume very few people have Fane HM on farm status, have even cleared BT HM, know how to solo 2nd ToT BAM or have even touched Kelsaik HM.
There's a lot of fun to be had in this game if you are willing to actually go out there, do HMs and get yourself into some pvp.
Just wanted to echo this... I thought it was smooth sailing, nice, proper pacing, until 52ish. Since you get into a groove of doing 1 zone of a region to completion, this region just completely Fs with that by needing to simultaneously do all zones, all hubs partially before finishing off any of them alone. Except, by the time you realize it, you're done with the entire area.
The battle system in this game rocks. The grind is smooth and easy to deal with, unless you're a healer. 60 content still feels lacking a little bit, and no clear direction on where it's going. But leveling and combat in the game is so awesome, that I think most of us are just enjoying that while they figure out what to do.
Theirs threat glyphs and damage glyphs, which can change tanking greatly.
One way is where you can basically.. taunt and once in awhile "poke" the boss for more mana, or the dps way where you don't really use taunt ever and just use your attack abilities to tank helping to kill the boss faster. The lazy method vs the work for your threat method
Yes I know, not much variation in the 2 >.>
I like the taunt and poke once in awhile method when iron will is up, tanking sky garden at Lv 53,54,55 taking like 0 damage an entire boss fight
Is it worth dicking around with here and there? Yeah, it's fun on occasion. Is it worth paying for monthly? Nope.
If it goes f2p I'll pick up where I left off.
Played most of the major MMOs out there recently looking for one to latch on to, and although there are some nice features to it, it's just not in that "gotta play it," category.
^ Pretty much sums up how I feel about the game.
How much of that is the Game's fault and not just the fact that we're substantially older than we were back in HS/college when we started playing FFXI?
Our lives changed... I don't know if we're still the target demographic of MMOs like we were before.
It isn't just that though. As slow as FFXI could be, it still offered content. A lack of content is NOT our fault for having grown up. In FFXI leveling was repetitive, sure. But there were many quests and missions to do along the way that let you move away from the leveling for a while and just adventure. In there, theres leveling and not quite much else while you try to get to lvl 60. If you spend too much time getting the best gear for your level before 60 its kinda of a waste because you outgrow it so fast. At least in FFXI I could spend time gearing up a low level and still have it last (current Abyssea leveling notwithstanding).
Plus then you get to level 60 and find that your only options are to grind 2 dungeons forever in order to get geared up so that you can grind harder versions of the SAME dungeons to get better gear that takes even longer than the previous one. All of this is certainly NOT our faults for growing up. Its true that I probably don't have the patience for FFXI anymore, its partly why I picked up TERA, hoping that it would provide a more casual experience. But the lack of content killed it for me.
I gotta say that while in FFXI leveling was important...adventuring was just...fun as all fucking hell honestly. Because there weren't set quest hubs and designated areas for each level you had to explore to find that right spot to level with a group at a certain range and that was fun. It was fun running through a super high level area to get to the low lvl area on the other side while popping sneak pots and training to the zone border. I also liked the gear system in FFXI more then any MMO to date, the fact that old content dropped gear you could still use back when I played was a great system. I hate the WoW system where you throw out everything you just spent time gathering for new stuff to gather every fucking patch/expansion.
The leveling experience in TERA (minus 54 to 57) is the best I have had in a MMO in a long long time, which is why I have so many alts...but the end game is just a grind. I hate Nexus with a passion, I stuck with it just to get the first rep bump and have not done it since because it's just a waste of time to me, the dungeons are fun..but after doing BT 35+ times and only having seen 3 enigmatic weapons drop in that time (none of which were mine) I just become jaded about the whole thing. They should have kept SA/AoS at level 60 to give more flavor to the end game.
A lot of the Hard Mode dungeon crap of it being the same exact thing, but harder... stems from WoW. Before WoW (and even in early WoW), there was actual dungeon progression where you go one dungeon > gear up > go to the next dungeon > gear up > go to the next dungeon.
WoW's success changed the model into the: do a dungeon > gear up > do the HM version of the same dungeon > gear up > repeat.
I wonder when company will go back to the old school model of making new content for new tiers of difficulty like it used to be
EME could only alter quests. To code out certain variable items would be a Bluehole deal.
Pre the mid 50's mobs were a fireblast > magma bomb > ice needle/flame barrage if they actually had a sliver of health left. Pathetic. Yeah, I rode through with +6 instance gear, and actually utilized my mountain of charms to be up, but waiting on a timer for an "I win" button isnt fun. You should have had to work and dodge all mobs, not just the bams. Maybe more would have teamed up if that was the case.
Sounds akin to grinding all classes to 37 up though the noob zones for subjobs before tackling your main. I am totally shocked if an experienced player got burned out by repeating the tutorial levels over and over.
Cheaper to tweek. If I was going to add new dungeons, might as well make a HM version of each while I was at it.
Someone not-60 mentioned quests, the 58+ and dailies actually are more varied past the kill X mob ones. Catch is you just pull from the same batch each day and that they didnt utilize enough of the ideas pre 58. I dont know if EME was hands on with the post original 58 cap version, but there is a different influence.
What? Sub jobs were actual progression for your main, leveling alts is completely different since there's little connection to your main job at all. Hell, leveling an alt job can be a conflict of interest in terms of progressing your main job, whereas sub jobs were never like that (even if you disliked the sub job, you were better for having leveled it).
The key difference here being motivation and progression for your main job.