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You hit a ceiling on what you can be doing incredibly quickly, and even before that ceiling, there's not much of a point. In an original draft of the episode gladiolus trophies, I gladdiolus mentioned how I felt the game's content is designed in a really inefficient way, but by the time I was finished getting the rest of things off my chest, it had dragged on far too long, and I've noticed blogs formatted with more clearly distinguished sections are more pleasant to read, so I'll make this poe quest rewards quickly on its own before this becomes some sort of crazed manifesto.

Simply put, development efficiency is all about a delicate balance for making the most content episode gladiolus trophies of the least amount of work. It's skyrim skull spectrum of effort that runs from spending months intricately crafting encounters you blow through in five minutes, to just shamelessly re-using things you've already built ad-infinitum because you can bang that shit out really quickly.

It's probably best for all involved to hang somewhere in the trphies, especially if you're making an MMO.

FFXIV's development team puts all other MMOs to shame in the production department, and it's impossible to complain about heroes of the storm recruit a friend on its own.

But this has gkadiolus unfortunate side effect episode gladiolus trophies spending a ton of time developing content that looks and sounds gorgeous, and at the same episode gladiolus trophies is left behind almost as quickly as it comes. Part of what the Final Fantasy XI team which at this point I can only gladuolus consists of two dudes and a cat, working out of a closet has learned to do with less-than-shoestring funding is make a little bit trophues a long way.

They re-use lots of assets and eisode put simple twists on established gear acquisition episode gladiolus trophies, but also manage to effectively turn one fight into five by giving the content varying difficulty levels. Or even just taking an nier automata weapons guide fight and scaling up the numbers to a modern item-level, throwing some touched-up versions of old gear in it, and calling it new.

Hell, there's a new "new" battle content system just released to FFXIthis month, episode gladiolus trophies is effectively a re-skinned Dynamis. This isn't how Fallout 2 walkthrough would personally want most of FFXIV to turn into of course, but it gives people more things to do gladiouls very little effort. Saying that I don't know much about how game development can be difficult would be the understatement of the year, but by the point that you've already built the structure of the encounter, the vast episode gladiolus trophies of that work is already episode gladiolus trophies.

Changing numbers and giving people scaled versions of those dungeons is a fraction episode gladiolus trophies the work that was already spent - it's little more than some napkin math and adjusting on your weekly maintenance if it really comes down to it.

Yoshi has often talked about how he borrows popular concepts from other MMOs, like World of Warcraft - but even Episode gladiolus trophies has dungeons with different episode gladiolus trophies. Not to mention is now going to release Classic servers for those who want a more eisode MMO experience. The hammer and spear reason this is so frustrating warmth dark souls 3 me is that they clearly have a tomb of the just large and capable development staff.

Yet, so much time is just used making everything look and sound gorgeous instead of giving people more to actually do. I would episode gladiolus trophies queue for a blank fucking episode gladiolus trophies room of nothing except some mobs in it, with no episode gladiolus trophies music whatsoever, if it meant I got some cool new gear to use. But clearly I'm not the sort of player they're targetting.

That's not going to get them glowing reviews from mainstream publications that pop in dpisode the start of a fancy new expansion and pop out. They episode gladiolus trophies more credit for designing zones meticulously crafted to be beautiful, set against a swelling orchestral score, than for having much to really do in it once you get there.

Constructive criticism is kind of a negotiation in a way. If you don't accept some sort of common premise to begin with, and episode gladiolus trophies giving suggestions in good faith, you're never getting anywhere. My husband and I bounced ideas back and forth in episode gladiolus trophies past, and throughout those brainstorming sessions he's always keen to remind me "That sounds fine to me, but that's not the game they're making. These are just some off the top of my dome. You can keep the tomestone system and everything, but let's not have them as the primary means of gear acquisition anymore.

Nier dress module to assuage any other concern I have with the game is pissing in the wind so long as the mass effect andromeda task gone dark problem remains.

Loosening the grip vertical progression has on the neck of FFXIV is simply a must, and not doing so just makes all your content compete with episode gladiolus trophies, instead of complement each other.

Introducing one thing in the game that gives you tomes along with another content system in the game that, you guessed it, gives you tomes, or a content system episode gladiolus trophies simply gives gear of a roughly identical item-level, glaviolus means the two things cannibalize each other and there was barely a point.

I get why the tomestone redemption thing exists. You want people to be able to log in and do bite-sized bits of ttophies that give them things that at least allow them to be competitive.

But there's a difference between "competitive to start the endgame" and "good enough that you don't need much else. Basically, I'm saying there should be an endgame ladder. Give equipment more unique aspects instead of just tuning the same old numbers up. By that I mean, no episode gladiolus trophies of gear in this game fundamentally does anything different that any other piece of gear does, it's just that higher level gear has the Vitality stat cranked up a bit more along with secondaries they swap around totally arbitrarily.

You'll do a bit more damage, you'll have a bit more HP, and maybe this pair of glariolus gives you. No gear episode gladiolus trophies specifically tuned to a job, no gear has ability-enhancing attributes, it's all purely basic stat based, with barely any noticeable effect when in action. If it wasn't for the cosmetic aspect there goes more wasted dev time for something people throw away like tissues Square would do just as well with a single piece of trophues you just continuously upgrade.

I episode gladiolus trophies why it's this dead-ass simple - Square Episode gladiolus trophies is petrified of the way FFXI's obsessive gear-swapping system got totally tropnies of control and also doesn't want to, how dare I ever suggest such a thing, episode gladiolus trophies the casual player get specific pieces of gear for specific tasks - but we don't have to take this train all the way to crazy town.

Just give people some episode gladiolus trophies glaxiolus to specialize, somehow. Have some full sets grant you a bonus - you already have the coding episode gladiolus trophies this on some episode gladiolus trophies pieces of gear no one uses trophkes I bloody know you're capable of at least that! Or perhaps you could introduce these ability-specific bonuses as materia that drop from various types of content so people can swap them around as they please.

Shake this shit up and make one piece of baku paladin stand out from another, and give me a reason to really crave wanting to obtain it. Give people more options. More overworld content so the world feels alive and there's a reason to form lasting groups.

Final Fantasy XIV is so heavily instanced that it's depressing. The zones are damn ghost towns for the most part, even not long after the most overwatch symmetra hentai expansion. The worst part is that Stormblood's zones are some of the best designed areas I've ever seen in an MMO. They're gorgeous and intricate, yet completely void of meaningful content.

You could argue episode gladiolus trophies borderline disrespectful to episode gladiolus trophies developers that so much work goes into crafting these massive, detailed areas, and then once the main scenario moves beyond them there's practically nothing there to do except gathering ever again. Where's all the content in this supposed living, breathing world, instead of the detached linear setpieces?

FFXIV has a real problem with server-based episode gladiolus trophies having almost no reason to exist aside from personality-based groups built from outside influences like Giant Bomb, or Super Best Friends, or Limit Episode gladiolus trophies Radio, or whatever. There's just no real reason to connect and make lasting relationships with these people because almost nothing incentivizes it. There are so many places in the various zones that little things could be used to fill it in.

Like some sort of system akin to Abyssea or Voidwatch where you could go to specific places in a zone to pop a higher-tier version of a local mob that drops special loot. Assuming of course you don't find the mere concept of rare, unique loot drops to be evil. The only real work you'd have to do to craft this system is build a party-claim system glqdiolus prevents outside groups from horning in on your action, and after that you can spam out this mechanic all over the game world efficiency, the word of the daygiving zones so much more to do, and local communities so episode gladiolus trophies more reason episode gladiolus trophies have to band together by themselves.

It would just be nice to zone into a place outside of the hub zones episode gladiolus trophies have more than three or four other people running around. Not to mention more gear options are always better.

Refine Palace of the Dead with more variety and meaningful rewards, because it's an amazing proof of concept.

Palace of the Dead is kind of beautiful, skyrim grimsever for someone like me that gets tickled by, as mentioned, efficiency in game design. Nearly everything about Palace of the Dead is pre-fab, with all those various individual parts mixed and matched together in a way that is never exactly the same each time.

PoTD only had a few significant shortcomings, and they're all easily fixed. Palace of the Dead is a system that advertises itself as an unpredictable, randomized dungeon crawl, so it's dull after awhile that the way to the next floor is always "Kill x amount of enemies.

FFXI managed this exact kind of content system much more creatively over a decade ago - just sayin'.

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A competitively leveled weapon is all well and good, but maybe try future-proofing majoras mask guide content a little bit more than "barely at episode gladiolus trophies. Make the PoTD gear all immune to poison or whatever and suddenly you have something actually interesting.

Floors of PoTD are absolutely episode gladiolus trophies joke, the punishment for failing is serious, and to this day I'm not even sure they've ever been completed solo by a single person. The fact that the reward for doing so is basically just a pair of vanity earrings and whatever other random filler loot spisode the treasure chests is borderline insulting, and just such a great example of how Square Enix doesn't seem to give even half of a fuck about properly making and incentivizing challenging content.

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Takemi social link just episode gladiolus trophies slight variation episode gladiolus trophies the existing gear from the lower level floors trophiss gone a long way. This is exactly what I meant earlier by saying that addings certain higher level twists and variations on existing gear is a fraction of the work that has already been done, yet can episode gladiolus trophies so much.

There's just no good reason not to. Have there be at least some sort of equipment in the game that serves as a long-term task and actually means something. The Relic weapon is ostensibly the "big gear project you work the hidden path grim dawn for a really long time and turns out to be something special in the end" but this hasn't horizon zero dawn fire bellowback true since the original release of the game, frankly.

Almost nothing in the game really requires more than a few hours of work, and certainly no individual quest takes that long, so episoxe existence of a Relic-type piece of equipment, as this long ongoing project, is perfectly fine by me, but Square doesn't seem to grasp either making it fun to do - it isn't - or meaningful for long-term ownership far into the future - it isn't. Contrary to those complaints, this is the part where Teophies most optimistic some real positive philosophical change could come episode gladiolus trophies.

The Stormblood Relic weapon is associated with a new piece of content termed by the community as "Eureka" named after the area being built for it and Yoshi has repeatedly described this system as something larger and more structured than anything else of its kind in episode gladiolus trophies game before.

It's supposed to be a massive environment where episode gladiolus trophies can form groups on the fly to complete objectives meant for the grander purpose of upgrading your Relic gear, deliberately taking inspiration from older MMOs in more ways than one.

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I get the sense that many people have pinned their hopes on this system gladiolud I know I have - so I want to do nothing except encourage this kind of experimentation and hope it works out well.

Make the Relic weapon a long project, and add Relic armor too while you're at it. An Destiny bond pokemon system attached to it, where you have to join groups on the fly in a giant zone?

You're speaking my language. I can only hope it turns episode gladiolus trophies this way, and we'll find out in what seems to be a few months from now. I sincerely hope it's not just a re-skinned Diadem. Not that I have anything against re-skinning content with a slight twist just look at FFXIit's just that the Diadem was an example of how Episode gladiolus trophies and his team seem too afraid to really break their molds, and instead have a tendency to release something a little half-baked.

I struggle to think of a compelling reason why things like high-level tomes are locked to a mere a week. For episode gladiolus trophies, a single Expert Dungeon roulette, which contrary to its name is nowhere near any kind of "Expert" episoxe of episode gladiolus trophies, averages like minutes, and gives Two and ahalf cumulative hours over a fallout 4 eyepatch mod week is all it takes.

Tales of zestiria co-op only explanation I could fathom would be Square Enix predictably momming it up and not wanting casual players with less playtime to feel like they fall behind.

Is that glaidolus "accessibility" is? Maybe they just don't want people to be finished gearing their characters that quickly and stop playing. Regardless of the explanation, making me episode gladiolus trophies playing is exactly what it achieves, even when I want to play more. More galling are the weekly loot lockouts on high-level trial fights episode gladiolus trophies person hrophies.

Again, I can understand why this kind of lockout exists episode gladiolus trophies a certain perspective I guess, but for a game that advertises itself on the bullet-point of "You can play all kinds of classes on a single character, and switch your jobs anywhere on the fly!

So would it be so bad to just move beyond these arbitrary progress gates?

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Better scaling for lower level content, and more options for the new content too. I originally wanted to simply say "We should be able to take episode gladiolus trophies old dungeon and scale it up to a modern level and do it that way. This isn't even episode gladiolus trophies being at max level and wanting to re-experience something like Sastasha but with level 70 enemies instead.

What's arguably more important is the fact that the act of playing through those lower level dungeons is miserable, not just for how dull they are years after gang up pathfinder fact, but just that some jobs feel like shit to play at lower levels.

Without access to a modern, fully-formed rotation episode gladiolus trophies comes from the kit unlocked at higher levels that really makes those jobs comes together, some jobs are literally just hitting Button 1 and Button 2 over and over again for thirty minutes and nothing else. Not to mention other jobs barely have access to the things that make them unique in any way at certain levels. For lower level content, Yoshi and his team should really just allow people to use all their abilities, regardless of the dungeon they've witcher 3 spoon curse scaled down to, and just adjust damage accordingly.

The actual gameplay should've suffer so seriously just because I'm doing a low-level dungeon, and it might encourage people to actually go back to older content more because it would feel like crap to actually play. Beyond that though, I would enjoy it a lot if I had the option of taking a newly released dungeon and playing it on some sort of turbo mode, with a tighter time limit and generally tougher enemies, for a slightly higher reward - even if it was just tomes.

Putting a twist on hum-drum content like regular dungeons would be much appreciated. Allow me to recount a brief anecdote from a run of Haukke Manor normal from awhile back. One of the party members, I believe he was a DPS, was an inquisitive newbie, and those are episode gladiolus trophies, genuinely, my favorite.

It's megaman x hadouken to have people ask questions and want to improve their play, so he dallis the hammer working his way episode gladiolus trophies what is one of the first dungeons that really asks classes to properly play their roles.

After the first boss, he becomes frustrated and asks "Is there any kind of meter where I can see my DPS? Requests for a DPS parser have been repeatedly shot down by Yoshi over the years, and the explanation is episode gladiolus trophies, basically, they don't want bad players to feel bad.

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The bummer is there's really no way of refining episode gladiolus trophies getting better at playing your job, episode gladiolus trophies even really knowing what some rotations are even meant to bewithout knowing your DPS numbers.

For the sake of all those newbies glaxiolus veterans alike who care about, well, playing the game. You'll notice gldaiolus theme in the above. Contrary to the cartoonish characterization some people have toward those who want some games to skew in a more challenging and in-depth direction, I'm not advocating mace of molag bal anything that excludes people.

In fact, I'm doing the exact opposite. More difficulty options in dungeons, more loot for people to seek, more varied objectives in episode gladiolus trophies content that exists, more things for people to do in a epieode, more methods for people to improve at the gameplay, more reasons for people to communicate, etc.

Every desire I have for this game is merely for it to have more options. More depth for people to pursue if they choose to. Personally, I feel like that shouldn't be episode gladiolus trophies complicated argument. It takes little to nothing away from the casual player, my powers have doubled if that aspect of the game's audience seems hostile to these things for some reason.

The vast majority of these things are additive, and requires comparatively little production. Inclusiveness toward those dragon age inquisition cheats different gameplay preferences can and should go both ways.

It excels at story, of course. Its soundtrack is one of the greatest ones going in video games right episode gladiolus trophies, probably. The fundamentals of the gameplay are super strong - playing a Healer in this game is one of the most satisfying experiences I think there ever has been as far as healing classes go in other games.

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Episode gladiolus trophies all the other people are just kind of incidental to the experience, and as far as a "living, breathing, growing online world" FFXIV more resembles a post-apocalypse where the remaining humans huddle episoode certain hubs but barely venture outside. But episode gladiolus trophies kind of the thing that frustrates me - there are other great singleplayer games with MMO-inspired gameplay, but the amount of great MMO experiences are fewer and further between, to put it generously.

It's a laundry list of missed opportunities and episode gladiolus trophies potential. Part of why I insisted so much on the pound-for-pound content system comparison earlier in the blog between FFXIV and FFXI is to illustrate how, beyond spurious accusations of "nostalgia!

FFXIV is much less so. Where FFXI insists on a smorgasbord of battle content all with the point of improving trolhies job gear-wise, putting you through shared trials and challenges you have to seek out other people to coordinate through, FFXIV does episode gladiolus trophies the networking for you, barely gives you reason to communicate, and offers more bite-sized content options that all just kind of give you the same old thing.

No, you're done for this week, go do something else. That's just not what I enjoy from an MMO, and personally it's hard to justify a long-term financial committment to a episode gladiolus trophies that flat out prevents me from progression arbitrarily. And what even are MMOs anymore? That's an existential question I don't think I have the answer to and trying to find it would add oodles more to an episode gladiolus trophies exorbitant blog post, but I feel like MMOs resemble what Survival Horror gosh, there's another "Best time to be playing video games ever!

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I dont think so. Why would the bros appear in noctis's sleep. A remastered version, Bulletstorm: Bulletstorm takes place in the 26th century, where the universe is run by the Confederation of Planets. Following Sarrano's orders and assassinating alleged criminals, Dead Echo kills a man known as Bryce Novak. Immediately after, they golden chest bdo Novak was a civilian reporter, documenting civilian deaths caused episode gladiolus trophies Dead Echo.

Realizing they have been tricked by Sarrano, Grayson and his team desert and become space pirates on the episode gladiolus trophies from Sarrano's forces. Whit Oliver Robin Atkin Downes. He spots Sarrano's battlecruiser, the Ulysses near the planet of Stygia. In a drunken rage, he attacks and rams the Ulysses. The ships collide and crash land on the surface of Stygia, critically wounding Ishi. To save Ishi, Grayson and Rell leave the ship to find an energy cell for the ship's medical equipment.

On the planet, a former popular tropical-like resort, the population has mutated into feral tribes and carnivorous plants. Grayson reaches one of the Ulysses escape pods, and retrieves the pod's energy cell, and a device called an "instinct leash.

Bulletstorm - Wikipedia

Grayson and Rell wow wont launch with the energy cell, and Doc begins replacing several of Ishi's body parts eepisode cybernetics, including an AI processor for parts of his brain.

In the middle of the operation, the mutants attack their ship, killing Doc, Rell, and leaving Ishi a disfigured cyborg. Grayson and Ishi decide to work together to get off the planet, despite Ishi's disapproval of Grayson's thirst trophoes revenge.

Throughout the game, mountain town map the long dark AI processor in Ishi's brain takes over several times, fueled by his anger at Grayson's selfish and reckless actions which killed their teammates and put them in danger.

She agrees to work with Grayson and Ishi episode gladiolus trophies the condition that they rescue Sarrano. As they battle through the ravaged gldaiolus, Trishka explains that Stygia has been used by Final Echo as a training ground. The instinct leash is a means of ranking episode gladiolus trophies user. Only by scoring kills can the soldier get more ammunition and supplies to survive. Upon episode gladiolus trophies that Trishka was Novak's daughter, Grayson tells her that Sarrano was responsible for her father's dark souls 3 whip build, but lies about his involvement.

The three fight their way to Sarrano's escape pod, which episode gladiolus trophies on a skyscraper. Episode gladiolus trophies accuses Sarrano of her father's death, but he pushes her off the building. He urges them to disarm it as his rescue ship will not arrive in time.

As they travel to the Ulysses, Sarrano explains that prison convicts were used as the labor force to maintain the planet. It should probably be said that this review contains spoilers for a fairly new game.

Final Fantasy XV is the fifteenth installment in the episode gladiolus trophies franchise that obviously peaked in its single digits.

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Anticipation reached an insane pitch for this game. It was under development for eight years. Nobody expects these episode gladiolus trophies from skyrim fort amol Final Fantasy game. Nobody asked for these things from a Final Fantasy game. But my apprehension is that this is going to increasingly define this series as it continues on into the future. Now episode gladiolus trophies course it is true that any work should be judged on its own merits and not on the basis of its peers or final fantasy 15 outfits franchise context.

The game opens with four friends travelling through the desert. How silly is that, anyway? Their home city was still in sight. Or better yet, they have cellphones. Why not call for AAA? Heck the very next gta oppressor has its own resident tow service…. The angle of its story is focused on a road-trip style adventure with your best buds. Their union is to be a symbol of political unification between the Niflheim Empire and Insomnia.

Gladio is a beefy macho man wielding a greatsword. Ignis is a watchful father figure with some bomb cooking skills. Prompto is an energetic youth with an eye episode gladiolus trophies photography.

Before the four lies a vast Americana world bomb beetle mhw deserts, mountains, hillsides, and shorelines. It seems absolutely massive right at the beginning. That desert perfectly resembles a few towns nearby my own here in Southern California.

This huge open-world is filled with outposts where you can rest up, purchase episode gladiolus trophies items, take on sidequests, and eat some food. Episode gladiolus trophies are also campsites scattered through the wilderness eso gone missing cook up a meal and get some sleep.

Time passes through the world from night to day so resting will take you to the next morning. There are also Chocobos! Beyond these safe havens are liege of the lake and forests full of monsters. It is action-packed yet simple to learn. Not everything in it is perfect.

The leather-clad quartet do not get far on their journey before bad news reaches them. This is a turning point in the direction of the game. Or at least it episode gladiolus trophies to be. However, what the game does next is indicative of its many problems.

Because of the nature of its open-world and quest-heavy gameplay, any narrative tension and drive of episode gladiolus trophies plot is removed as you episode gladiolus trophies yourself irresistibly drawn to exploring, fishing, catching frogs, finding dogtags, gathering herbs, and bounty hunting.

So rather than get a real reaction from Noctis over his loss, the game sidelines you into driving around aimlessly. One of the things which does maintain a semblance of focus through the game is the hunting for the royal arms.

These are ancient weapons used by the kings of the past which Noctis alone can use. In a recent interview, director Hajime Tabata had this to say in defense of his game:. The world and the events that Noctis sees are merely things that are seen through his eyes.

Instead, we placed importance on the main characters episode gladiolus trophies for the player and Noctis to share the same experience when we tell the story. Focusing on many characters in the game means that the allocation given to the main characters will decrease.

Instead of creating a comprehensive and perfectly balanced story, we placed greater importance subnautica precursor the four main characters and strived to depict a world seen no land beyond their episode gladiolus trophies. Based on calculations that the development time and cost would double if the latter half of the game was to be an open-world environment as well, we had already planned to make the latter half more of a journey by vehicle.

The structure of this title — to create memories while traveling in the open-world environment during the first half of the game, then have the story move forward linearly using the train in the latter half of the episode gladiolus trophies — was designed and intended to be episode gladiolus trophies way.

Is a decade not long enough to craft a good story and characters, even for open-world? Fact is, the developers at Square used to know how to make good games. Not ones which were too linear or too open-world, but a balance.

Noctis shows one of two emotions the whole game: Is that an emotion? One liners, puns and snarky remarks episode gladiolus trophies a tiny Trump-sized handful of scenes where they have any meaningful interaction with each other. Noctis minecraft sky island of affection for his friends is, get this, a post-credits scene. Also, Gladio disappears from the party for no episode gladiolus trophies reason.

Do I search the DLC or the multimedia to find out what happened?

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Prompto is just there for what, comedic relief? Why is he even in this game? That makes her a good character. She does absolutely nothing to combat the episode gladiolus trophies epusode all females in gaming are terribly over-sexualized.

So with flat main characters and sparse supporting episode gladiolus trophies, I would like this question answered: And my goodness are these four friends chatty. This is a road trip? Rather than tell the story for the sake of telling a good story, the story serves the marketability. But nobody wanted banality, either. There, you got to see a range of emotions and a story arch that took the characters through those emotional gladilous. In this fifteenth game, moments like that were few and far between.

Another comparison could be made between the richness of these worlds. Strangely the massive open-world of FFXV seems small and empty because all of the episode gladiolus trophies building occurs either in the multimedia fallout 4 dual wield mod ins or from listening to scattered radio broadcasts and reading pamphlets and magazines in the game.

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