Did the person filming this have Parkinson's?
I would be inclined to agree with you if they were one time quests or the like, but the fact that they are repeatable and have base exp/gil rewards balanced around doing them repeatedly makes me think they wanted Guildhests to be basically Leves except designed around party play. Granted there is nothing stopping you from doing normal leves with a party but they are designed around solo play. Regular dungeons provide exp also but the main reason to run them is the boss gear.
There are almost 50 servers if I counted them right:
http://arrstatus.com
Assuming each server can get at least 1 party of 8 to defeat it, that is almost 400 people right there.
I'm sorry if I missed it amongst the assault butthurt, but this quote comes from this interview:
http://www.dualshockers.com/2013/08/...-realm-reborn/
Here, the Crystal Tower is confirmed to be easier than the Coil (9:00 in the first video).
The Crystal Tower is definitely looking to be a "catch-up" raid. If it rewards ilevel80 gear then that will make the Labyrinth indirectly easier (since more people will be trying it in ilevel80 gear instead of ilevel70 gear). The "bet you can't beat the Labyrinth before 2.1" comments make a lot more sense if this is how everything works.
Now the question is, will the future tiers work the same way? Release overtuned 8man raid -> follow-up with 24man catch-up/boosting raid? Really curious about Yoshida's long-term plans.
Obviously you weren't talking to me, as I correctly indicated that you said near-perfect. Still, I think you're a bit too defensive on this one. Not one person in here has argued for WoW-style dalies. What I would take from Vanilla WoW, however, were the random treasure chests that gave loot, gear, a few craft mats, and some pots. I miss those fuckers, but I digress.
Assault wasn't close to near-perfect in the slightest, either when it first came out, nor when SE started to tack shit onto the game that required Assault to be done as a prerequisite. This doesn't mean the system was terrible, just far, far from being perfect.
I'd rather see pure-XP dailies or an expansion on leve allowences daily, because with multiple fighting, gathering and crafting jobs all vying for leves (though you'd be foolish to use leves for combat short of having maxed crafts or tons of saved allowances under the current 12-hour system), people are going to burn through them. They're just too useful for crafting and gathering.
The problem with eschewing XP-dailies for leves, however, is that there's just not enough leves awarded on a daily basis unless they do something like double the current amount, allowing for 12 a day. Obviously, not everyone will be playing constantly and will thus allow for leves to start to build up a bit, but I don't want to even imagine being a level 41 miner without a freakin leve to help with my TNL. I love hitting rocks as much as the next guy, but ugh.
These are the types of "issues" I'd like to have, however, over more critical ones like shit not working. Leves work fine, I just want more of them.
The translator in second video says at 8:15ish:
2.1 will have:
1 brand new dungeon
2 hard mode dungeons
PVP colisseum
Housing System
Daily quests with endgame content
Crystal Tower
Good King Moogle Mog
Extreme primals (Ifrit)
AND SOMETHING SECRET
Someone watch that part, I can't understand half of the shit she says
EDIT: I think I got everything
So if I'm hearing this right...
Does that mean that people who do manage to beat Crystal Tower will have a few patches to sit through without any harder content to play through?
If so, while the concept is new and interesting... I feel it is sort of a design flaw, and really requires the first raid to be absolutely unbeatable else the game is suddenly made a lot less fun for some players.
Crystal tower will be easier than Bahamut's, if what yoshi said is true I doubt you will be done with Bahamut's by the time Tower comes around anyway. Seems like Tower will help gear people up to tackle Bahamut's in fact. Also we don't know what to expect in terms of content after. I am expecting Classes and Jobs to be added also in patches.
Yes, but it was EASY to progress. There were 50 assaults, 10 levels of 5. Doing each one once = unlocked the next level.
Pretty much every assault gives 800-1100 assault points. If you gave a "someone is here for the first time, +25% rewards" bonus to that, doing ANY assault for the first time would be "max rewards" for that run, which would clearly incentivize doing assaults to catch people up. And then you'll be in a system where you have 50 options to do your dailies. Then the only other tweaks needed are to fix the assaults that sucked (mostly escort quests) and you have a better "dailies" system than the WoW style. Maybe it seems so close to the assault system in my head and not so much when I explain it or something, though.
My understanding has always been that the labyrinth of bahamut does not end in the current content. They will be releasing the whole scenario bit by bit. What we don't know is when the continuation of the labyrinth will launch - 2.1 or 2.2? I think the optimal situation would be if SE can push out the sequel in time for 2.1, giving more casual players a push to be able to clear the first part of the labyrinth through CT and meanwhile giving the uber hardcore elite warrior of lights the next part of the labyrinth.
It would be a design flaw to not consider the people who manage to beat the labyrinth during 2.0, but on the other hand if someone is getting the short stick due to delays or whatever, it'll be those people.