Seriha wrote:
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We can't make a game that appeals to everyone
Then you've just given up without trying. It's why I argue against complacency and laziness in subjects like these. I'm comfortable in asserting the money XIV is making monthly goes above and beyond the cost of maintaining the servers and paying employees. So, what can they do with the rest? Well, let's see... hire more people, maybe? This has the added benefit of drawing in more people and also making more money in the long term.
Or we could just settle for status quo. Whatever.
I'll let you figure out why advocating letting people fall behind in a tiered game is a bad thing, though.
You overestimate the importance of this conversation if you want to 'leave things hanging' thinking I've to invest in something that amounts to a veild insult.
There's a point where you have to be realistic. I do like having a broad demographic in a game, but there's a point where you got to say. "This is enough." There's only so much man-hours you can throw at this thing before the subscription payment falls short of the funding needed for the amount of work to be done. So you do what you can. You push slowly and hedge your bets, making sure you don't totally alienate everyone you've managed to attract simply because you wanted to do something different, or appeal to a different group.
Archmage Callinon wrote:
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locking effectively all 'endgame' gear into a single event. (And fairly far into the event, as a matter of fact.
There's a problem with this mindset.
I fundamentally and passionately disagree.
The top-down mentality when it comes to what is deemed worthy of 'the best gear in the game' is toxic and needs to me mitigated if not fully weaned away from the genre in general. It means that 'Only this content is worthy of epic loot and the rest of you are losers' implied by game mechanics, when there should be alternative methods to obtaining equivalent loot.
Difficulty is described on a broad scale and to unilaterally measure every player by a specific skillset narrows the base TOO much.
There's a medium between these two extremes that needs to be met. There's a point where exclusivity and accessibility can both be met. Locking an entire gear tier into one form of content, was a deplorable choice, in my view, and I'm glad they're mitigating that. Yoshida went so far as to say while he does not which to make it easier to get the gear, he's increasing the methods possible to get that gear. That's a smart compromise, and exactly the type of gameplay enhancements I'm looking for in the game.
But there's a limit to how broadly you paint that brush with content at one time. The growth of that content, especially in breath of endgame, should develop slowly. In the meanwhile, seeming they did not have a secondary endgame method in the game, I remain steadfast in my stance that the same approach to endgame as per the 2.1 patch should have been maintained. It will be addressed with Crystal Tower for now, but the next tier of gear should have a secondary acquisition method upon release, and not be locked within Third Coil only.
Otherwise, I agree, they will burn out a lot of players. We have growing systems in place that can be utilized to provide difficult content on a broader scale than just Coil. IMO, next tier, Hunts should also have access to distributing highest tier. (Giving nod to the 5ilvl above that Coils final boss weapons have. That's acceptable.)
While I don't expect a huge breath of endgame out by this point. 2 methods of 'endgame' that result in equivalent gear is not too much to ask for.
Edited, May 28th 2014 7:41pm by Hyrist