I kind of feel like the whole game is like this. I've said it a bunch before so sorry for the sermon. The game needs to be less about grinding, and more about challenge and testing skill. To make an apples - oranges kind of comparison, think about popular online racing games. Some players are super skilled and get recruited (Edit: recruited to prestigious racing clans) after a week of playing. Others require months or even years of practice to hone their skills. It's not about grinding - it's about skill.
In an MMO, this is best done through boss mechanics. I would much rather a five minute world boss that requires me to be responsive and think than a 15 minute world boss that requires me to alternate between spamming dogma and crimson chain. (I think class rotations and skills need improvement, too, but that's another discussion.)
Grinding is there in every game, but there are ways to tackle the boredom that comes with grinding.
The boredom aspect of the grinding needs to be looked at. which again forces the focus on the lack of diversity of content there is as of now.
There is just a linear pattern, you level , do dungeon get your set, do next dungeon get that set. and that is about it.
The goal should have various paths which can be chosen by the players according to there playing style. And one should not be penalized or punished for choosing something that other does not like.
In the end the players should come out with the equal amount of resources they can harvest. If your a team player focus on dungeons and if u like to play solo go solo. But in the end the equipment and resources obtainable by both should the same and the effort to reach that end should be the same.
The goal is same, the paths are different and that is what adds diversity and flavor to any game out there.
I can go on about this , but i guess this is enough for anyone to understand what i am trying to say and how it will benefit the game in general Not to only a specific group of people
Edited by xpwaste, 06 June 2014 - 08:30.