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#102 Sep 02 2014 at 10:28 AM Rating: Good
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It's even possible that not fixing the lop-sided difficulty was an intentional choice that was made instead of adding to the game's infrastructure to support more players. It stands to reason that it is more efficient/economical to support a smaller, loyal, hardcore crowd than it is to maintain the patch-by-patch fluctuations of a huge casual population.


Dude, I don't wanna be rude here, but I don't know what you're smoking.

"More efficient/economical to support a smaller, loyal, hardcore crowd."

Here, I thought that's what Wildstar was trying to do..... oh wait, last I heard, their subs have plummeted like a rock. Wanna know who is still King of the MMORPG Hill? That would be....

WoW.

What does WoW do? They give the Lion's Share of the game's content to.... you guessed it, casual players. They give the Hardcores Heroic Raids, and Rated PvP so they have something to do too. And it is successful as all Hell, because....

The sheer numbers of casual subscribers vastly out-numbers the small hardcore playerbase.

Subs = Money in a Subscription-based game. If you're going for a Subscription Model, you want as many subscribers as you can squeeze into your game. This means your game needs to be attractive to as many people as possible. WoW is successful because the Lion's Share of the game's content is great for all those casuals out there, and the Hardcores have something to enjoy too.

Cataclysm showed us what happens when Blizz decides they're going to go all Hardcore over what used to be Casual Content -- Subs plummeted like a rock, and quite suddenly.

A Sub-based MMORPG pandering to a minority crowd is destined for failure. It just doesn't work that way. You want a successful game? You need subscribers. Want subscribers? You tailor your game to the bulk of the subscribers. That's just how it works.
#103 Sep 02 2014 at 12:34 PM Rating: Excellent
You have to define what you mean by "casuals" too.

True casual = people who derp around in the game for fun. Oddly enough, this is the silent majority of FFXIV today. You don't hear from em because they don't bother posting on any forum but the official one, or the myriad Facebook groups.

Hardcore = People who want to beat all the content and will do whatever it takes to achieve that goal. Very vocal, but usually within specific sub communities.

Most of us who are feeling squeezed are somewhere in the middle, actually. We want to beat all the things, but we don't have the time/energy/dedication to hammer at the content for hours on end when it first comes out, BG style. We don't like the negative attitude and drama that can come along with a more hardcore raiding group, but we're stuck in duty finder Hades with a bunch of scrubs as a result.

What are we? Part-timers? Medium-core?
#104 Sep 02 2014 at 12:59 PM Rating: Excellent
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You are the middle schoolers Catwho. :)

The problem is the other schools do not jive with the middle people.You should make an LS called the party finders. A cross server LS with good attitudes, high desire, and a slower vibe. Has to be mega huge so someone always around to do it together.
#105 Sep 02 2014 at 1:07 PM Rating: Excellent
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The problem is the other schools do not jive with the middle people.


This is a great point.

Scrubs in the DF tend to drive us just as crazy as they'd drive hardcore players (although we're chill enough to not lose our minds over it). On the flipside, alliances with hardcore groups tend to fail because we're not willing to plan our actual lives around when we can log into a computer game.

If this game had better social infrastructure, it wouldn't be so hard for midcore players to find each other and work together on content.
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#106 Sep 02 2014 at 1:11 PM Rating: Excellent
How about "Loyalists"?

Players that keep playing because the Art and Feel of the game meet their preferences even when the available content does not exactly meet their needs as for as time requirements and ease-of-use.

Lyrailis, you make a good point about how Wow is hugely successful through the casual crowd. There is a very stark difference between the resources being made available for these two franchises. The FFXIV team had a chance to upgrade hardware and improve content design to meet the capacity and game play needs of a larger casual base.

What I see is they choose instead to cater to a smaller user base that was more closely proportionate to their budgeted hardware capacity. I'm not saying that was a good choice or ultimately the most profitable. Since they could not swing the immediate budget for large-scale capacity upgrades, they have instead artificially limited the population by not catering to the majority of users. I doubt this was intentional, rather that's just how it played out. When you have capacity issues, maintaining the current population levels moves down on the priority scale.

Perhaps that was meant as a temporary path forward, but it appears irreversible.
#107 Sep 02 2014 at 1:58 PM Rating: Good
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Catwho wrote:
You have to define what you mean by "casuals" too.

True casual = people who derp around in the game for fun. Oddly enough, this is the silent majority of FFXIV today. You don't hear from em because they don't bother posting on any forum but the official one, or the myriad Facebook groups.

Hardcore = People who want to beat all the content and will do whatever it takes to achieve that goal. Very vocal, but usually within specific sub communities.

Most of us who are feeling squeezed are somewhere in the middle, actually. We want to beat all the things, but we don't have the time/energy/dedication to hammer at the content for hours on end when it first comes out, BG style. We don't like the negative attitude and drama that can come along with a more hardcore raiding group, but we're stuck in duty finder Hades with a bunch of scrubs as a result.

What are we? Part-timers? Medium-core?


I always considered those that are not hardcore casual... But this probably fits this game better for those in the middle and saying there are three groups...
Thing about this game, those in the middle seem to be a pretty large group, maybe not a majority but a pretty large group...


I think that because allot of people are ex-FFXI players so we know what it is like too work for something but were looking for something a little less stressful..

Edited, Sep 2nd 2014 4:03pm by Nashred
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#108 Sep 02 2014 at 3:20 PM Rating: Excellent
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Lyrailis wrote:
In WoW, you have LFR (easymode, but still get to see the sights and get a little taste of what epic gear feels like), Normal (you probably want a guild for this, but if you get lucky you can do it on a PUG or after a new tier is released) and Heroic (the End-Endgame).


The execution elements were still required to be successful in LFR. Yes, it was easier because bosses did less damage and had less health, but they still had one-shot mechanics. You played WoW and I'm not sure how recently you've played, but just look at Durumu in ToT as an example. This fight still had 'maze phaze' in LFR.

For those that didn't play, it was a round battlefield similar to Titan so imagine a round clock face. At some point in the battle Durumu would call down a fog that would cover almost all of the battlefield, but leave a small chunk open. So in the clock example from 2 o'clock to 12 o'clock was fogged out and anyone who stood in the fog would take damage rapidly. If you were on the other side of the battlefield you had enough time to get where you needed to be, but you'd definitely need a heal on the way or to use a defensive cooldown.

Now for the fun part... imagine a seconds hand that starts at 12 o'clock and moves clockwise until it makes a full revolution. If that seconds hand passed through your character, you're toast. As that seconds hand moved, small(enough that your raid members needed to stack basically) portions of the fog were removed to allow you to pass through safely. Once you went all the way through the maze(one complete turn through the battlefield) the phase was over.

Now the mechanic was forgiving enough on LFR that you could lose a few members(class dependent) and still defeat the boss. If you lost too many healers then those who were alive couldn't keep up, if you lost too many DPS then eventually the damage would ramp up beyond what the healers were capable of keeping alive, ect. ect.

Lyrailis wrote:
Ain't always the player's fault. One burst of lag and a healer goes down? Enjoy your wipe. Was it the healer's fault? No! Internet hiccups happen all the time. Hell, my Power Company IRL has these f---ing annoying 2-3 second outages at least a couple times a week. What about lockups, or framerate drops? Boss powers up a MEGAINSTASUPERDEATH move and my FPS drops to 15 for 2 seconds and causes me to get hit with said move.....guess what? Hope everybody else likes wiping. Oh wait, I'm going to get called a "noob" and a "scrub" because of something I had no control over.


I was referring to execution errors. Yes people have issues with their power or internet or even their system specs that keep them from being able to perform sometimes. Other games are no exception yet people still get through it. XIV has the issue with server latency, but WoW wasn't without it's issues either. A simple google search of Durumu turns up tons of results about how you can make the maze phase easier to see and navigate.

Where do you draw the line though? If you can't punish players poor execution with one-shot mechanics than content is overly easy. If you removed the execute or be executed parts of the battle, for many players(myself included); you remove the excitement. Should players who don't have internet/power/spec issues be punished as well?

Lyrailis wrote:
And just how do you prevent players who "aren't skilled enough" to enter the content from trying to do it? Add more attunements and more sky-high walls that very few people can ever hope to pass? Just what is the point of designing content that only 1% of the playerbase ever gets to see?


It's called progression for a reason. You should have to take one step at a time to reach your intended destination. This is undermined by events like hunts where you can obtain spiffy gear simply by participating in glorified(yet still braindead) FATEs. Players should progress through increasingly difficult content that 'preps' them for more difficult content that lies ahead. You shouldn't be able to obtain gear that allows you access to content unless you've gone through the necessary steps that train you up.

Thayos wrote:
I get what you're trying to say, but an important detail that you're overlooking is in XI, there were often different ways to mitigate those insta-death moves.

Perhaps XI was a poor example. The fights were much longer, many of them took place in open world and the options for communication and coordination were much smaller than people have now.

Also, there were many encounters that weren't balanced and players could often circumvent the intended mechanics. I really don't think KB were designed with the intent that it be kited around in circles. I don't think Kirin was designed so that the adds it spawned could be killed by an independent alliance. I don't think AV was designed so that players died and de-leveled several times over using zombie strategies, nor that it only be possible to defeat with a party of KC wielding DRKs.


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HaibaneRenmei wrote:
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cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#109 Sep 02 2014 at 4:06 PM Rating: Excellent
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FilthMcNasty wrote:
Where do you draw the line though? If you can't punish players poor execution with one-shot mechanics than content is overly easy. If you removed the execute or be executed parts of the battle, for many players(myself included); you remove the excitement. Should players who don't have internet/power/spec issues be punished as well?


For starters, how about focusing more on things that aren't just one-shot mechanics. For instance, Aurum Vale is a very challenging dungeon in XIV... not because of constant insta-death mechanics, but because of mob placement, linking, and bosses that actually require some strategy, movement, and timing. The first boss, you have to eat the fruits to avoid getting poisoned to death while avoiding ground AoE. The second boss, you need to be aware of which direction the cyclops turns and run like heck if he's facing you while avoiding AoE and his short range move. The last boss, you have to avoid AoE, eat the fruits to stop poison but ALSO not so fast that they run out, avoid ground poison, kill the adds ASAP, etc.

This to me was a perfect progression of difficulty in a dungeon. Even the trash could easily wipe a party that isn't careful. Pull too many of the morbol fruits, or pull one of the big guys on accident, and you could be in a world of trouble if you don't DPS fast enough. Accidentally pull more than one set of mobs in the big rooms with like 3-4 pulls and you're probably toast without a good healer and tank. The challenge was there, yet almost nothing in the whole dungeon other than the one cyclops spinning move was a 1-hit KO.

There are a myriad of ways to make content challenging without instant death. As I mentioned earlier, both swtor and lotro did it successfully. Heck, when I played WoW I don't remember NEARLY the amount of 1-hit mechanics I saw in 6 months of XIV. But honestly, it's not even so much the instant death that sucks, it's the fact that it can't be stopped in most situations like many could be stunned/silenced/mitigated in other games. It's the fact that if you are in the orange area... you die. You lagged for a second? Too bad, dead. There's no chance of being saved by a stun or a mitigation ability. You just die, and in most cases, it means an entire wipe. It just doesn't make sense for a game that boasts about how casual friendly its content is.



Edited, Sep 2nd 2014 8:58pm by BartelX
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#110 Sep 02 2014 at 5:10 PM Rating: Excellent
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There are many different mechanics that don't directly one-shot everyone in the group, but if they aren't dealt with properly they ultimately lead to the same result... failure. While one is immediate 'try again', there are numerous mechanics that all lead to the same fate. Many people cite one-shot mechanics, but don't realize that ultimately any mechanic that can wipe a raid boils down to the same execute or be executed philosophy.

People aren't actually complaining about one-shots. They're complaining about failure to execute resulting in a wipe. 3 seconds to move out of a deadly AoE is no different than 3 seconds to activate a defensive cooldown is no different than 3 seconds for your healers to cleanse a debuff is no different than 3 seconds to taunt the boss off of the main tank is no different than 3 seconds to activate a switch... so on. I don't feel it really matters whether you die immediately, 10 seconds from now or 10 minutes from now. It all stems from the same failure to execute and the result is always the same.

Is it punishing? Yes. A little too punishing? Perhaps, but most of the time you get ported to the beginning of the encounter with little to no repercussion. If there is a fight similar to the animated weapons where you only get one shot every few days, by all means remove instant death mechanics. You're still going to see people failing because they couldn't execute something they needed to do in order to win.

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Rinsui wrote:
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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#111 Sep 02 2014 at 5:13 PM Rating: Excellent
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There are many different mechanics that don't directly one-shot everyone in the group, but if they aren't dealt with properly they ultimately lead to the same result... failure. While one is immediate 'try again', there are numerous mechanics that all lead to the same fate. Many people cite one-shot mechanics, but don't realize that ultimately any mechanic that can wipe a raid boils down to the same execute or be executed philosophy.


Simply by getting out of bed, I may lose my balance, hit my head on the nightstand and die.
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#112 Sep 02 2014 at 5:21 PM Rating: Decent
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Thayos wrote:
Quote:
There are many different mechanics that don't directly one-shot everyone in the group, but if they aren't dealt with properly they ultimately lead to the same result... failure. While one is immediate 'try again', there are numerous mechanics that all lead to the same fate. Many people cite one-shot mechanics, but don't realize that ultimately any mechanic that can wipe a raid boils down to the same execute or be executed philosophy.


Simply by getting out of bed, I may lose my balance, hit my head on the nightstand and die.

Admittedly, I didn't spend too much time on this one because... well, frankly I'm embarrassed but.... if this is a joke, I don't get it. If you really have that much trouble getting out of bed than I completely sympathize with your inability to not stand in fire Smiley: wink
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#113 Sep 02 2014 at 5:37 PM Rating: Excellent
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FilthMcNasty wrote:
There are many different mechanics that don't directly one-shot everyone in the group, but if they aren't dealt with properly they ultimately lead to the same result... failure. While one is immediate 'try again', there are numerous mechanics that all lead to the same fate. Many people cite one-shot mechanics, but don't realize that ultimately any mechanic that can wipe a raid boils down to the same execute or be executed philosophy.


I figured that was pretty much common sense. The point is, one-shot mechanics are instant death, whereas other mechanics actually give you a larger window to react and correct the problem instead of just oh shi... dead. However, if they're designed in a way that overlaps with other mechanics, that's where you can still get the challenge without simply the orange AoE of doom causing continuous wipes.

FilthMcNasty wrote:
People aren't actually complaining about one-shots. They're complaining about failure to execute resulting in a wipe. 3 seconds to move out of a deadly AoE is no different than 3 seconds to activate a defensive cooldown is no different than 3 seconds for your healers to cleanse a debuff is no different than 3 seconds to taunt the boss off of the main tank is no different than 3 seconds to activate a switch... so on. I don't feel it really matters whether you die immediately, 10 seconds from now or 10 minutes from now. It all stems from the same failure to execute and the result is always the same.


Except that they aren't the same. A poison that keeps building and building is a tad different than an ability that instantly kills you. Now combine the poison, which takes time to do its work, with other mechanics that make it difficult to react quickly to just the poison, and therein lies your difficulty. It becomes a balancing act of using your actual skills as a player, not just a twitch reflex test. Oh no, a server hiccup and I lagged for 3 seconds... not to worry, if I'm focused and don't get distracted, I can still recover instead of being instantly killed.

Edited, Sep 2nd 2014 7:57pm by BartelX
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#114 Sep 02 2014 at 5:46 PM Rating: Excellent
Thayos wrote:
Quote:
There are many different mechanics that don't directly one-shot everyone in the group, but if they aren't dealt with properly they ultimately lead to the same result... failure. While one is immediate 'try again', there are numerous mechanics that all lead to the same fate. Many people cite one-shot mechanics, but don't realize that ultimately any mechanic that can wipe a raid boils down to the same execute or be executed philosophy.


Simply by getting out of bed, I may lose my balance, hit my head on the nightstand and die.


If that happens in Eorzea, 7 of your friends die too.


Edited, Sep 2nd 2014 7:48pm by Gnu
#115 Sep 02 2014 at 5:52 PM Rating: Excellent
Going back to Jailor of Love (my favorite mob) it wasn't JoL that killed you. It was the wave upon wave of adds that you had to deal with too. People would build a whole separate party with nothing but BLMs and a RDM to nuke them down. If you wiped to JoL, it was because the adds got out of control.

So far the only fight in XIV I've experienced that has had "so many adds that you'll get overwhelmed and wipe" has been Turn 4.
#116 Sep 02 2014 at 6:47 PM Rating: Excellent
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If that happens in Eorzea, 7 of your friends die too.


YES!! Smiley: lol
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#117 Sep 02 2014 at 9:20 PM Rating: Excellent
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BartelX wrote:
Except that they aren't the same. A poison that keeps building and building is a tad different than an ability that instantly kills you. Now combine the poison, which takes time to do its work, with other mechanics that make it difficult to react quickly to just the poison, and therein lies your difficulty. It becomes a balancing act of using your actual skills as a player, not just a twitch reflex test.

If it's a slow poison then you don't have to react quickly. I'm not seeing the point here. If you're given a large window of time then it removes the sense of urgency in your actions, at least for me it does. Maybe I just have a preference for being forced to think and act in the heat of the moment rather than try to manage something over a longer period of time.

Also, a few seconds doesn't really qualify as 'twitch' reaction to me. Sure it requires you to react very quickly, but it's not like you just mash a button as soon as you see a giant X flash on your screen. Many times you are forced into situations where that isn't the only thing going on and you need to make a decision(similar to your poison example).

I'm a big fan of fighting games and many of the games I play require reactions down to one sixtieth of a second. Now I'd be lying if I said that because of that I never get burned by MMO AoEs(or that I never dropped a one-frame link), but I will say that it's molded my perspective a bit on what is reasonable to expect from people. I do feel for people with poor connections, but moving out of AoE in the given time frame seems really simple to me so it's hard for me to sympathize there.

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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#118 Sep 03 2014 at 9:25 AM Rating: Decent
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FilthMcNasty wrote:
I'm a big fan of fighting games and many of the games I play require reactions down to one sixtieth of a second. Now I'd be lying if I said that because of that I never get burned by MMO AoEs(or that I never dropped a one-frame link), but I will say that it's molded my perspective a bit on what is reasonable to expect from people. I do feel for people with poor connections, but moving out of AoE in the given time frame seems really simple to me so it's hard for me to sympathize there.


I totally agree. Especially when the timing of the AoE is the exact same every time you run the encounter. The pattern never changes.

It's not like all of a sudden "OMG that one-shot AoE came out of nowhere!"
It's more like "That damn one-shot AoE is coming up and I know it; I better be prepared to move."
#119 Sep 03 2014 at 9:44 AM Rating: Good
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Quote:
It's not like all of a sudden "OMG that one-shot AoE came out of nowhere!"
It's more like "That **** one-shot AoE is coming up and I know it; I better be prepared to move."


Or how about this:

"That **** one-shot AoE is coming up and I know it; hope family member doesn't decide to pick just then watch a 60 second cat video clip and give me a temporary burst of 500ms latency!"

EDIT: Also, RE: Durumu in WoW:

Usually when you LFR, you'll get 2-3 DPS at the top doing 200-300k or some-such DPS, you'll get 4-6 DPS in the middle doing 80-150k DPS, and then the remaining DPS (there's 17 of them in a raid) are doing sub-30k DPS.

The ones who die on mechanics are usually the sub-30k DPS. Losing those people, you won't even notice the difference whatsoever. I've been in LFR raids where we had 5-8 DPS dead and we still killed the boss from halfway with room to spare. For example, Norushen in Siege. MANY sub-50k DPS will die if they get chosen to get purified (they are removed from the rest of the raid and have to solo some enemies, which they can't do). But yet we will still win the fight more times than not. Also, Immerseus. Lots of people love standing in black goop and getting killed. I've seen quite a few of those where we had 5+ dead DPS from the first phase and we wound up doing the rest of the boss.

In WoW's LFR, you can easily lose 5, 6, sometimes upwards of 8 DPS and still clear the boss fight if you've got a few good players on the team. One dude doing 300k DPS is worth 8-ish guys doing 30k. 8 players doing 30k DPS could get killed and that one dude doing 300k can carry the rest, easy.

Edited, Sep 3rd 2014 11:51am by Lyrailis
#120 Sep 03 2014 at 10:02 AM Rating: Excellent
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It's not like all of a sudden "OMG that one-shot AoE came out of nowhere!"
It's more like "That **** one-shot AoE is coming up and I know it; I better be prepared to move."


Actually, it's more like, "I was finally lucky enough to be in a party of people who, like me, had memorized all the AoE dodge patterns of the first two phases... now, FINALLY, after a week of frustration, I can actually start learning the third of the five phases! Or, at least I can on this run... whoever I'm grouped up with next probably won't have this much of the fight script memorized yet."
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#121 Sep 03 2014 at 12:04 PM Rating: Excellent
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Lyrailis wrote:
EDIT: Also, RE: Durumu in WoW...

In WoW's LFR, you can easily lose 5, 6, sometimes upwards of 8 DPS and still clear the boss fight if you've got a few good players on the team. One dude doing 300k DPS is worth 8-ish guys doing 30k. 8 players doing 30k DPS could get killed and that one dude doing 300k can carry the rest, easy.


The point is that it's introductory content that is exposes players to mechanics that people here are **** about. You can run LFR all day and practice those fights if you're one of those people who is failing. Essentially, it's a tool that you can use to train yourself on a lesser version of a boss. Nobody is going to **** talk you in LFR for dying or low DPS because people understand that there are a lot of people there learning.

When people run LFR right after a content patch, it's not something that 2-3 DPS will carry because you don't have those few people in heroic gear just there for their weekly tally. If you're running LFR at that point you're actually doing progression. Your group might die a few times to a boss. People will drop and new people are added, but you can still focus on the specifics of what you should be doing. Regardless of how easy it becomes over time, it still serves it's purpose.

Thayos wrote:
"I was finally lucky enough to be in a party of people who, like me, had memorized all the AoE dodge patterns of the first two phases... now, FINALLY, after a week of frustration, I can actually start learning the third of the five phases! Or, at least I can on this run... whoever I'm grouped up with next probably won't have this much of the fight script memorized yet."

There is a reason why you can't use the DF to queue up for normal or hardmode content in WoW.

Also, point blank... If you want something that isn't scripted, you will not find it anywhere outside of PvP.


Edited, Sep 3rd 2014 2:05pm by FilthMcNasty
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#122 Sep 03 2014 at 4:41 PM Rating: Excellent
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Catwho wrote:

What are we? Part-timers? Medium-core?


Mainstream. We are Mainstream players - something that's starting to really define itself pretty firmly of late.

I still find myself sitting on the issue on whether or not it is the responsibility of game developers to force its playerbase into communities. It just seems to me that doing so bleeds their bottom line to really be a smart business move - which, in tandem also can be a bad thing for players to do so as well.

In comparison: We have far more tools to create communities than we have had before. Free Companies have their own little message boards on Lodestone, Multiple Linkshells are able to be kept. Party finder can be used to gather people for just about anything, including FC/LS recruitment - but I cannot help but acknowledge the outspoken complain that it feels wrong to some players that they do not feel a need to join these communities, and I'm not sure if I agree or not.

Having a common cause to gather around is great reason to join up, but I've seen the ills it can do to a community as well as the bonus. Therefore it seeming like an option, on paper, seems to be better. After all, the 'common cause' my group gathers around (which is mostly adventure roleplaying) is purely optional and inherently social.

I think there are more causes coming into the works to have a large grouping together. Airship construction is one of them, now that alliances for Crystal Tower runs is possible as well, that will start to gather people. But I feel there can be more larger scale actions that can be put in place to encourage it, so long as it maintains that "You group with who you want to enjoy your time with" feel still there.

In the end, I still feel that this game is very successful and still growing, and they took the long-term path towards building this game up, which is wise, but also with its own flaws. Building up a bit of content for each gameplay type over time is going to make the game feel shallow to start. But a person just starting out into endgame now is going to be busy for quite a while to catch up. And there are those of us even at endgame still figuring out how best to manage our time with the groups we have. Not all of us agree that 'efficient' is 'fun'.

Anyways, just musing aloud. I've got a wide breath of interests when it comes to this game so endgame advancement is currently in the 'meh' in trade for Roleplaying things, even though I'm Raid Leader for my FC.
#123 Sep 08 2014 at 9:29 AM Rating: Good
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On the subject of frustrations with DF/PF, I have to wonder if the quality of random players would improve were S-E to impose a requirement to complete Guildhests to advance your level cap. It would have to be applied to each job, or at the least each archetype, however.


Edited, Sep 8th 2014 3:36pm by Releaser
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Grizzlebeard :: Drinal :: EQ
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#124 Sep 09 2014 at 7:17 AM Rating: Excellent
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425 posts
ChaChaJaJa wrote:
TwilightSkye wrote:
Everyday I think about coming back...


I do too... to FFXI.



I think about going back to that game everyday too :P. 11 and 14 are both alluring.
#125 Sep 09 2014 at 4:36 PM Rating: Good
FilthMcNasty wrote:
[quote=BartelX]
I'm a big fan of fighting games and many of the games I play require reactions down to one sixtieth of a second. Now I'd be lying if I said that because of that I never get burned by MMO AoEs(or that I never dropped a one-frame link), but I will say that it's molded my perspective a bit on what is reasonable to expect from people. I do feel for people with poor connections, but moving out of AoE in the given time frame seems really simple to me so it's hard for me to sympathize there.



As I am also a big fan of fighting games I think this is an interesting comparison that has some merit, though there are some major differences. While the execution required from most decent fighting games is far more challenging than any other genre of game I have played (including FFXIV), it is far easier to practice and hone those skills for the specific situations you will need them in. Training modes for most FGs will allow you to record your opponent performing specific actions so you can practice whatever defensive options you want, so while at times you might have to execute in just a few frames you can grind that out in training for hours till it is muscle memory and just becomes an automatic reaction when presented with whatever situation you have been practicing. Pretty much anything that is difficult to pull off you can spend however much time you need practicing till you are capable of meeting the execution requirements consistently. In FF, though not nearly as demanding, I find it a lot harder to get in consistent practice with many of the things I have difficulty with. Being reliant on 7 other people to not only get the win, but to also put in the time you need to get things down can really limit your ability to learn things, whereas in FGs you can put in as much time as you feel you need, whenever it's convienent for you.
#126 Sep 09 2014 at 5:41 PM Rating: Excellent
Quote:
While the execution required from most decent fighting games is far more challenging than any other genre of game I have played (including FFXIV), it is far easier to practice and hone those skills for the specific situations you will need them in. Training modes for most FGs will allow you to record your opponent performing specific actions so you can practice whatever defensive options you want, so while at times you might have to execute in just a few frames you can grind that out in training for hours till it is muscle memory and just becomes an automatic reaction when presented with whatever situation you have been practicing.


Exactly.

By the way, two nights ago, I finally found a group of people who were at my point of progress in Turn 5.

Last night, we beat it.

This is why the insta-death spam is such a lazy design choice... it's not that the content was legitimately difficult, but it was incredibly difficult to learn because of how hard it is to find seven other people who've memorized as much of each fight as you have.

And because so many fights lean so heavily on multi-phase memorization, spending 10 hours training in a fight like Turn 5 does extremely little to make you a better player in any other part of the game.

I do agree with Filth that the only "true" non-scripted battles are PvP, but FFXIV just overdoes the scripting by removing the ability to improvise and by having very limited ways (usually just one) to mitigate certain insta-death mechanics.

Edited, Sep 9th 2014 4:43pm by Thayos

Edited, Sep 9th 2014 4:43pm by Thayos
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