
Originally Posted by
arus2001
On the other hand, giving casuals nothing meaningful to chase isn't exactly helpful for retention, either. Overall, these kinds of games are combat systems first. Shit like housing or other fluff might distract some for a bit, but in the end, it's combat that gets the goods. In turn, not finding that magic guild/FC, having an unreliable schedule, or simply not enjoying sitting in queues to run the same shit designed for the no-lifers over and over gets old pretty quick. Once a dev can get over hurting the feelings of the sub-10% and develop some challenging open-world content on top, the whole, "Well, you don't need that gear!" rhetoric can go out the window and instead people could gear up via how they'd like to play. If it's with a bunch of other folks at set times, swell. If it's at your own pace, cool. Mix and match? All good.
The whole MMO caste system thing that's been going on for years is pretty much why so much content is dead within weeks of release. What's the point of leveling crafts if drops are always better? Why spend time in the world when all the good shit is tucked away in instances? Why have an economy when all the good stuff is bound? I'm sure some would be quick to blame RMT for all those things, but that's not it. Seems more like if others don't suffer the same way they have through gameplay, then they simply don't deserve to progress. I guess the eventual irony is that championing to hold people back is also what makes the public environment worse. Would think XI taught most of us that shit players will be shit regardless of gear. Meanwhile, the good ones just fall through the cracks because RNG, a little social luck, and time doesn't favor them.