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#77 Aug 29 2014 at 11:38 AM Rating: Default
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Laverda wrote:
Keysofgaruda wrote:
FCs were supposed to be a place players could call home and work with other players to achieve their goals. Unfortunately this is far from the case. I have been In a few FCs yet none of them give me that sense of being home like link shells did in ffxi.

Then you're still in the wrong FC. Keep looking. The right one is out there.

My FC is if anything more like home than my social LS in XI. And the benefits to me including things like easy access to the vendors, chocobo stabling, and so on, all accessible with an almost-free teleport from anywhere in the world. But the main benefit is the sense of being home with friends.


you see, this isn't the issue at all. it isn't that I "haven't found the right FC" because I know what I want in an FC, and ff14 just isn't capable at the current time to give it to me. It can't give it to anybody. Doing content isn't an issue as I have done everything there is to do up until this point with my static. I have no interest to play with and teach other people how to do the harder fights in the game as I have done it again, and again, and again, and again...I can't teach everyone that plays FF14 how to play the game and at some point it just becomes enough. It's frustrating as it is to teach just a handful of people a fight let alone doing it again and again.

As I said the reason there is no place to call home is because what I play FFXIV for, FFXIV doesn't offer. That's why I am not in an FC, and that's why I only log in once per week to do coil. The only reason I still play once per week is for my friends in my static group. If it wasn't for them I would have canceled my sub a long time ago.

as for Hyrist:

It's nice that you are able to enjoy your FC as you have been doing. But for me, everything you mentioned I can do alone. Theres no need to join an FC at all when I can just get into a static and do everything the game has to offer, without having to socialize. For 8 people buying a house just for us is a pretty ridiculous concept, as is paying the gil for the only benefit being the buffs.

and as for your bad linkshell experiences in 11...I'm sorry you never got into one of the better ones on your server, but mine didn't only cater to a few "close knit group of friends". We didn't use a points system at all even. The leaders had a list of who had gotten what pieces of gear and tried as best they could to distribute gear around the linkshell so we could ALL benefit. Because of this, my LS only accepted certain people into the group who current members could vouche for. That worked out usually pretty well for us as people we recruited tended to stay with us.

Edited, Aug 29th 2014 1:55pm by Keysofgaruda
#78 Aug 29 2014 at 12:03 PM Rating: Good
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People have different goals and desires. Even when you share some they are not always aligned to be done at the same time schedule. It's like graduating from school. In that bubble of pre-graduation. You feel you might be a life long friend with someone. Sometimes that remains to be true but other times people move on. You can still be friends even if your goals do not align, but might spend less time together.

I feel Free Companies is about aligned goals with possible friendships, friendships are friendships with or without aligned goals, and linkshells are an in game forum whose purpose is not set in stone. When free companies don't serve their primary purpose. It's time to move on.

I would like to see a fluctuating percentage bonding stat track system for all three social systems. You click on their name in list to display info on how you bond.
1. How often you speak(type)
2.How often you group up for content
3.Activity focus(Shows what you spend the most time doing)

Fred:
Current focus Raids
Conversation 92%
Grouped up with Dungeons 44% Fates 20%(list of activities you grouped with this person)
Fates 49% Treasure hunts 12% (list all activities adding up to 100%)

That way you have a visible gauge of what kind of relationship this person offers to you.

A linkshell should do what it's name implies. It links linkshells channels already. It needs a simple party finder feature.
1.I choose a focus
2.It links other people with the same focus
3.We do content together
#79 Aug 29 2014 at 12:08 PM Rating: Excellent
On that note, our FC (me/Laverda/Valk) IS LOOKING FOR NEW BODIES so if you guys are willing to jump servers to Lamia, we'd be happy to take you in.

Our prime time runs from around 7PM EST to 2AM EST during the week, to a much broader range on weekends.

We have a policy of always asking the FC for help on your first time through content, to see if anyone is available for a walk through. Things are so much less stressful when you go in with people you can trust and who won't start waving around epeens the second something goes wrong.
#80 Aug 29 2014 at 12:33 PM Rating: Excellent
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Thayos wrote:
Hyrist, sounds like you have a great community! That's awesome, and I really do envy you. That's exactly the kind of community I'd like to be a part of.

Unfortunately, having a community like that is like catching lightning in a bottle. It's rare. Especially in this game, when you can only be in one FC and the LS infrastructure is non-existent, it's just so hard to find one group who you can really go through the game with.

For example, my FC has an active core of approximately eight players. Of those, I'm the most hardcore (and I'm not really "hardcore"). Two others (one is the leader) are a little less hardcore than I am, and one of those guys refuses to do Ex primals. Below then, you've got maybe two or three people who are more serious casual players... they play almost daily, but not for very long... and below them, you have people who log in every two or three days...



We have situations like that. Every free Company does.

What we try to do to keep things active (and, let's be honest, we're not always active. RL situations come up. Burnout does happen, like with this last Haitus.) is that we keep a schedule. Regular raid nights, regular RP nights. We mix the RP nights and have an open Raid night to keep things new, but at the same time give people a reason to regularly come back in a dependable manner.

Right now, we're reworking our raiding so that our core group of 8 actually works with the larger FC to get them their stuff done as well, and thanks to this new alliance we may have a dependable 16 rather than just a core 8, so even while the more hardcore group works, there can be some additional casual raiding going on, if that's what they want to do.


(( A good note as to helping your FC's specific problems is to start recruiting again. Just because you have a solid group of FFXI friends should not mean you stop looking for more. New blood is new life and new perspectives. Our FC is picky in recruitment, but recruitment is never really closed.))


Keysofgaruda wrote:

It's nice that you are able to enjoy your FC as you have been doing. But for me, everything you mentioned I can do alone. Theres no need to join an FC at all when I can just get into a static and do everything the game has to offer, without having to socialize.


And see, that's the quintessential difference between our perception and experiences: It's not a matter of what I can achieve alone. It's about what I choose to achieve with others.

I don't play for just my personal goals. I play for those of others as well. If I played with that method, I'd be past Coil 9 instead of hanging around just past Twintania.

For me, having the best loot does nothing if me and my seven buddies just sit on it. That's one of my major frustrations with the lock-out system in Second Coil - our FC would have been there already by now if it wasn't for the fact that we, collectively as a group, and as individuals, don't like the fact that 8 of us are going to be there and unable to help the others until much later. Which is why, when we do go in there with our core group, it's mainly for training to get the other groups through it.

That's how we see things.

It's not easy. It takes work and people who view the game not just as it's baseline game, but as a social platform as well. And it's a constant balancing act that doesn't work all the time.

That said, I encourage other FCs to follow our example: Make your FC a more social outlet. For us, it's easier because we're a roleplaying community. But there is much in actual gameplay we miss because we roleplay, and something as simple as a round table night were your avatars are sitting in table hall while you drink and chat on mumble/game brings a good use for the FC house setting.

It's worth the work - it changes the whole life of the game, and how you view it. If you're having difficulty enjoying the game and want to embrace it more, find those who are still enamored with the game and hang out with them. Their passion is infectious. And, in my view their goals, no matter how pointless they may seem to the bottom line of progression, really do add a new spark of life to the idea of adventuring.

Honestly, the game is just a pastime anyways, what do you really have to lose?


Edited, Aug 29th 2014 2:51pm by Hyrist
#81 Aug 29 2014 at 2:26 PM Rating: Good
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TwilightSkye wrote:
Everyday I think about coming back...


I do too... to FFXI.

I was thinking in particular of Catwho's post about FFXIV needing content that played like Dynamis. It's funny because it seems like most gripes the playerbase has with aspects of this game suggest fixes that reference XI. I tried to like FFXIV, I really did. But, realistically everything I don't like about it are things that they stripped down from XI. In addition to the comments made about scripted fights vs. skill to adapt on the fly, my big gripe is that instanced dungeons just don't provide immersion for me. I really loved tooling around KRT as BST and noticing Vrtra was up on WS. Or farming all the eyes for an H cluster so I could finally get my Ohat. Or camping NM's for quest items or pieces of cool gear. This game has dungeons that are linear with a single objective. And since they are instanced, if you happen to like dungeons in an MMO, you'd better really like repeating this same dance over and over. The best part of FFXI was exploring- feeling my **** clench up when my silent oil wore off and the anticans came at me. This feeling just doesn't exist in XIV. It feels like Final Fantasy lite.

Realistically, my life doesn't have room for FFXI anymore. The price of immersion was the fact that I was literally immersed- for hours and hours and hours. But perhaps a second, unexpected price was that anything with a less intricate design (no more elemental weaknesses, scripted fights seem to focus on memorizing a dance rather than actual teamwork, the world is beautiful, but there's nothing really to explore, etc. etc. etc.) just can't hold my interest. FFXI made me feel like an adventurer. FFXIV makes me feel like I'm glad when I finish my dailies. They just aren't the same.


Edited, Aug 29th 2014 4:28pm by ChaChaJaJa
#82 Aug 29 2014 at 9:38 PM Rating: Excellent
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Hyrist wrote:
We use LSes to network them, so a larger community can have multiple venues to hang out (And roleplay) in.

Doinitrite. I'm not really into the roleplay thing myself, but I understand that there are people who want to do that and I don't judge.

Hyrist wrote:
I actually prefer this to FFXI's method. FFXI forced people to socialize and caused some very, very toxic and unhealthy communities because people abused the necessity of them.

I didn't see any of that. I'm not saying it didn't exist, but forcing people to socialize... I mean, it's a multi-player online game. It's not like people didn't know what they were in for. I can't tell if you're pointing to that as a cause, but it's not really worth mentioning. Kinda goes without saying that you'll have to interact with other people.

XI is revered as having one of the best communities in any MMO. The majority will point to forced grouping as the reason, yet it seems you're almost blaming it here. /shrug

ChaChaJaJa wrote:
TwilightSkye wrote:
Everyday I think about coming back...

I do too... to FFXI.


I can't get into XIV, but it was incredibly easy to get back into XI. Assuming you can shake the nostalgia for the glory days, that is.

There's something to be said for monthly updates and lots of quality of life and UI changes. Since the beginning of the year there's only been one update that didn't have something I was looking forward to. It also doesn't demand the same amount of time it did a decade ago. Dynamis is still the longest event that I can think of, but it's 2 hours whenever you feel like doing it. It's not progression type content either where you feel like you're behind the crowd if you miss a day.

There is some new content that's gear check, but it doesn't take long to grind out what you need to get it going. It's not like XIV where you need x amount of something for an upgrade, but you're capped so it takes weeks to get. It's still got tons of content and older content is quickly being overhauled to keep current capped players busy. Even if I played as much as I used to(minimum 3 hours just about every day, 6-8 on weekends), I would probably still have more than enough to keep me busy.
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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.
#83 Aug 30 2014 at 4:24 AM Rating: Excellent
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Also, if you were thinking of going back to XI they're doing a free login campaign from Sept 10th through the 17th. Just update your client and login to play it free for a week. If you don't have your discs or you can't remember your account info and need to start fresh, the Seekers of Adoulin collection with all of the expansions will be on sale for only 10 bucks(normally 30).

There are a lot of other things going on that week too. Double experience points in campaign and for world monsters, the Dragon Quest and XIV crossover events, the abyssea event that gives you some of the better atmas to play around with and a ton of other **** you don't deserve Smiley: grin

Edited, Aug 30th 2014 6:24am 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.
#84 Sep 01 2014 at 9:21 AM Rating: Decent
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PhrozenFFXI wrote:
Looking forward to THF and NIN.


Wait, so THF is being added to the game after all?
#85 Sep 01 2014 at 10:07 AM Rating: Excellent
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FilthMcNasty wrote:
Also, if you were thinking of going back to XI they're doing a free login campaign from Sept 10th through the 17th. Just update your client and login to play it free for a week. If you don't have your discs or you can't remember your account info and need to start fresh, the Seekers of Adoulin collection with all of the expansions will be on sale for only 10 bucks(normally 30).
Edited, Aug 30th 2014 6:24am by FilthMcNasty


You can download the client for free, there's actually a hard to find link on this page http://www.playonline.com/pcd/topics/ff11us/detail/13045/detail.html

I'm going to check it out. I don't think I have time to play FFXI but right now there's something missing in XIV that I am craving. I'm hoping that what we've seen so far is the start and that things will get harder and more interesting in XIV in the future. There's a lot I like about it but it's missing something.

Quote:
Wait, so THF is being added to the game after all?


Only as the base class for NIN. So it won't exist after level 30.

Edited, Sep 1st 2014 12:08pm by eldelphia
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#86 Sep 01 2014 at 12:12 PM Rating: Decent
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eldelphia wrote:


Only as the base class for NIN. So it won't exist after level 30.

Edited, Sep 1st 2014 12:08pm by eldelphia


I thought it was called assassin or something?
#87 Sep 01 2014 at 12:17 PM Rating: Excellent
Rogue.

But it's thief, they just didn't want to break the class/job naming convention.
#88 Sep 01 2014 at 1:56 PM Rating: Excellent
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Back in reply to Filth.

The claims that FFXI was highly acclaimed to it's community... honestly is a mixed bag.

What happened, in my view, is that the stabilization of the game, the way it was created, created such a narrow niche of feasible playstyles that only players that primarily agreed with the accepted trends, or were capable, somehow, of find a group that commiserated with them, could find a home. The rest were pretty much harassed, shamed, or frustrated out of the game entirely.

Keep in mind that it also was still one of the earlier MMO adapters after Everquest, so the market for MMOs was still rather niche in and of itself - pitting FFXI players more along the lines of a fringe than a niche.

So if you didn't agree with the ideals of the Niche, the community itself made you feel rather unwelcome, and some of the surviving communities themselves, honestly, were rather horrid, particularly in endgame. Back then I used to also participate in forum based role-playing, where one of my RP associates openly bragged on how they used claim bots to dominate land kings and, when they finally got bored of monopolizing it, sold the program to the RMT companies. There was no shame in cheating or treating one another like dirt - there were just fewer people overall to have such experiences with. This is sited pretty clearly by the whole salvage debacle - in which a zero-faith and communication situation in the game developers topped with entitlement lead to an underground of people abusing the duplication glitch rather than reporting it. The result of over 500 people suspended or banned - let alone in the community fallout within itself.

Now, that's not paying justice to the gems out there. Anerio and FusionX and their respective Podcast crews, all of WeSH, and those who spent the time really caring about the community and building it up. I did meet a lot of good people. But I can't acclaim the game's difficulty as a good thing because a community formed around it. On the same grounds, I'd call FFXIV's 1.0 community a good community based purely off of my positive experiences. However, that does not mean the game itself wasn't in a horrible state or there wasn't people being abusive or cheating either - I just didn't encounter them in FFXIV in the saturation I did in FFXI. I pretty much had to swear off the FFXI endgame communities, due to the number of bad experiences I had there.

So between my personal experiences, and the more public issues that pitted FFXI's players in bad light, no, I can't agree with the notion that FFXI's community was any better or worse. Just smaller, and more niche. When you have a smaller niche like that, you're bound to get people that agree more often - but that doesn't make the community itself better.

The social problems FFXIV has verses FFXI, in my view, stems from the wider opinion base of its audience and the unwillingness from some of the players to community build. Which is sad, cause the RP community in the game is really good, and does put forth the effort to community build (we have a website for it with a character wiki, LS list, and forum listing events, etc and they encourage people to go there to connect in roleplaying, in the game. It's fairly impressive.) FFXI had sites like Zam and KI, and BG much in a similar fashion, but these days in FFXIV, there doesn't seem to be many people encouraging one another to go to these community sites. And I feel that's a bigger problem with the community than the game mechanics appealing to a more casual playstyle.

But these are my opinions. They stand on their own and they may or may not be popular opinion. All I know is that my personal experiences here in FFXIV so far trump those in my near-decade tenure in FFXI. Considering the vast differences in playstyle and community types that FFXI and FFXIV have, I don't doubt many FFXI players don't feel as comfortable or enjoy it as much. I can understand, but I can't agree. Thus I try to encourage people to work through the problems with the same patience they worked through the problems they had in FFXI.

The difficulty here is less in the mechanics and more in the social aspects. It's less about gritting your teeth against even the smallest monsters outside in the field and more about offering your hand in friendship to one another and helping them out where they are having difficulty, even though you passed it with ease.


Anyways, that's quite a long post form someone who's supposed to be out enjoying his birthday. I hope you guys have a great labor day.

For me... I think it's time for some carrot cake.
#89 Sep 01 2014 at 2:56 PM Rating: Good
I've done nearly all the things FFXIV has to offer and it's great game. 2000+ hours of supreme MMO fun. Still, I'm not afraid to ask, why isn't FFXIV 3000+ hours of fun?

Because of one-hit mechanics. That is why. It's simple and it hasn't been fixed, nor will it ever. Titan and T5 remain as they ever were. Lunacy. It has created the gulf between hardcore and casual and never shall the two meet again.

If you don't agree with that, likely you have never been in a hardcore LS static. Have you ever told your Real-Life, "Sorry, on Tuesday night I can't do a **** other thing because it's Raid Night"? Knowing that if you don't show up you will lose your spot. Playing at this level means you look around for whatever way forward is going to SUCCEED and then do your part to maintain it. It's not particularly friendly. This is what it costs to play consistantly with people that know what they are doing.

Come on, be that one guy that chimes in and brags about how he beats T9 regularly in the PF. I call BS.

There was a time when there were nice folk who played causally and worked together to learn new content. Those courteous, not-overly-driven players largely got hit over the head with the ONE-SHOT hammer and stopped playing. You have to be pretty hardcore, or maybe still working slowly through content I've cleared long ago, to even be playing at this point.

Without a solid static, players are relegated to pick-up-groups, where they get to play The Impossible Game with 8 other players, and their FFXIV progress grinds to a halt? Have you ever played THE IMPOSSIBLE GAME? Want to try beat a level where to win you need 8/8 players to get the level 100% right, ON THE SAME TRY? Want to play a game where a mistake by just one player can cause the whole team to wipe for hours? Does that sound fun?

In fact, it's not fun. There is a ton of content in FFXIV. Play it. Enjoy it. Just don't be fooled into thinking it's a casual game. You can't participate in 1/3 or so of the end-game without finding at least some group willing to let you trial-and-error your way through ever possible failure in Titan and T5. And then Leviathan and Moogle. These fights are fun for me. But for some players it's just too much. Spend a few nights, at least 100 hours or so, trying unsuccessfully to carry your good casual friends and LS mates and get back to me. It's not fun for anyone. In the end, those players learn that FFXIV is not for them. It's sad and true. You have to see this happen for yourself to get why IT'S NOT OK.

The unforgiving one-shot boss mechanics are a poor game design which will ultimately limit this wonderful game's Fun Factor to around 2000 hrs for any reasonable player that isn't willing to tell their Real Life to shove-it.

Edited, Sep 1st 2014 5:04pm by Gnu
#90 Sep 01 2014 at 3:14 PM Rating: Decent
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Gnu wrote:
The unforgiving one-shot boss mechanics are a poor game design which will ultimately limit this wonderful game's Fun Factor to around 2000 hrs for any reasonable player that isn't willing to tell their Real Life to shove-it.


I would just point out that there are one-shot mechanics in nearly every other game. Most of them have several bosses with this ability and some bosses with several of them.

Hate the player, not the game. It's only an issue because there are players who aren't able to execute properly who think they should be clearing this content. I agree that there is poor game design involved, but the source of that is allowing players who aren't skilled enough to enter the content at all. SE is trying to marry casual and hardcore and it's never going to work.
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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.
#91 Sep 01 2014 at 3:21 PM Rating: Excellent
Titan, Levi, and Moogle Ex are fine because they are optional battles. All they do is drop nice gear. There's no major storyline involved.

Coil is frustrating because there is apparently some nice storyline, with some cutscenes, that I won't get to see until they nerf T5 again or I catch my more hardcore LS mates in between statics again so we can try forming our own Smiley: frown
#92 Sep 01 2014 at 3:53 PM Rating: Excellent
Quote:
I would just point out that there are one-shot mechanics in nearly every other game. Most of them have several bosses with this ability and some bosses with several of them.


The difference is the rapid rate of insta-death mechanics in some FFXIV battles completely nullify player skill. Instead, winning is simply a matter of memorization... it's like playing an old-school video game, where getting through each level simply means memorizing the layout of the map and the order of enemies.

I think your right in that battle design that leans so heavily on insta-death moves will never bridge the gap between casual and hardcore... which is why I'm hopeful SE tones back the insta-death moves in future content and gets more creative with battle design. Battles can be hard without turning them into do-or-die dances.
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#93 Sep 01 2014 at 4:49 PM Rating: Excellent
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Hyrist wrote:
Back in reply to Filth.

The claims that FFXI was highly acclaimed to it's community... honestly is a mixed bag.

What happened, in my view, is that the stabilization of the game, the way it was created, created such a narrow niche of feasible playstyles that only players that primarily agreed with the accepted trends, or were capable, somehow, of find a group that commiserated with them, could find a home. The rest were pretty much harassed, shamed, or frustrated out of the game entirely.

Keep in mind that it also was still one of the earlier MMO adapters after Everquest, so the market for MMOs was still rather niche in and of itself - pitting FFXI players more along the lines of a fringe than a niche.


If I recall, FFXI was the among the last of the EQ-styled MMOs. Only a short time after its release there was EQ2, and then, the undisputed champion of casual MMOs, WoW, which turned everything on its head. If anything, that just isolated FFXI even more, and sealed its fate at attracting new players. But it certainly had a loyal cult following that's kept it alive all this time. I think that the way the game forced you to team up to make progress was largely responsible for that. If you couldn't make friends, you'd never stick with it with as long as it took to make progress.

FFXIV doesn't quite have the same need for teamwork at the casual level, and perhaps that could hurt it in the long term, or maybe even help it. The jury is still out on that. But I believe the hardcore challenges encourage that old school community building simply because you can't make serious progress with them any other way.
#94 Sep 01 2014 at 6:27 PM Rating: Good
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Thayos wrote:
Quote:
I would just point out that there are one-shot mechanics in nearly every other game. Most of them have several bosses with this ability and some bosses with several of them.


The difference is the rapid rate of insta-death mechanics in some FFXIV battles completely nullify player skill. Instead, winning is simply a matter of memorization... it's like playing an old-school video game, where getting through each level simply means memorizing the layout of the map and the order of enemies.

It's not any different. In most games, at a certain time or when a certain condition is met, the spell or ability is cast. Sometimes it's randomly and sometimes there are conditions, but it's not any more prevalent in XIV than it is in other games. If you think it is, you never played other games at endgame.

I don't really have anything to say about memorization. Most other games vary the content enough that you can't force things to spawn in exact areas in terms of the map. The only thing I can think of close to this is where a player is debuffed and after a certain amount of time, they drop an AoE that will damage the raid. It is possible to mark a spot on the map where it needs to be dropped, but it's always random who receives the debuff. You still need people to execute.XIV is a bit of a special case with the issues due to server latency, but the mechanic of 'execute or be executed' will always be in games.

The only other mechanics I've seen that punish for failure are bosses that are DPS race to kill and if you don't kill it in time, the boss leaves or that keeps you from fighting another boss. I'm not sure if you ever did weapons in dynamis for relics, but these mobs would grow bored and warp away if you didn't kill them fast enough. They don't come back so you're basically screwed. Imagine if you only got 1 attempt on Titan every 3 days... Is the punishment of getting ported back to a fresh instance to try again almost immediately(and repeatedly) really that bad?

I don't really see any other way to punish players for failure that aren't worse than the current iteration.
____________________________
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.
#95 Sep 01 2014 at 9:49 PM Rating: Excellent
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I want to take a moment and debunk the idea that it's hardcore to dedicate a night or two a week to a Video Game.

I spent a good part of my early employment as a cook and barkeep at a bowling alley, and I can tell you that there's a far better distinction about what is hardcore and casual than simply having a hobby schedule.

I had kids with autism show up on a regular day a week doing bowling. Couples of various ages showing up for a regular couples night, refining their technique, casually, and not worrying all that much about things. They improved when they did. They had nothing on those who were getting custom ball weights made to perfect a particular curve that matched their approach style, shoes that exorbitant sums were spent on to make sure they fit right, bags, hand-kept records of their scores for the past decade to measure improvement and slumps.

Just telling someone you have a previous engagement group you dedicated to in order to advance your hobby, in no way is ridiculous level of hardcore. Meeting up with your friends once a week to challenge Twintania, that's not hardcore in the least. And of the two fights that constantly get referenced for their auto-kill and non-recovery mechanics, almost no mention is made of the same thing in Second Coil in these arguments. Reason being is that even though the mechanics exist, they weren't poorly designed.

Twintania is questionable due to it being the first real gateway into hardcore raiding. But even then there are points of tolerable mistakes and recovery, especially with the Echo present. The fight itself, is well design, especially for something that was supposed to at its time be the hardest fight there was. With the Echo, the parts that made it hellishly difficult are no longer there.

Now, I will say that Titan, at all levels, is poorly designed, due to the lack of its own recovery mechanics and the absolute necessity for having a clear internet connection at all moments to pass. However, by no means is the player required to even participate in that content, nor should it be implied that all '3000'+ hours of a game available content should appeal to every person nd style.

Case in point, who among us claims 'full clear' on Skyrim? I certainly don't. And it does not detract for the game to have content that I'm not interested in or find fun - merely that it is possible for me to find my fill of fun within the game.

And that's where the real discussion should be kept - where are you finding your fun in the game, can you find more of it by experimenting beyond your initial comfort zones, be it finding a static or taking on more community or casual pursuits. Those elements are going to be different for everyone.
#96 Sep 01 2014 at 10:04 PM Rating: Good
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Quote:
I would just point out that there are one-shot mechanics in nearly every other game. Most of them have several bosses with this ability and some bosses with several of them.


WoW did it right, with variable difficulties. If FFXIV had something similar, you'd have Coil Normal, Coil Hard, and Coil Extreme, where Normal wasn't necessarily one-shot by every mechanic, while Coil Hard would be Coil right now, but nerfed maybe just slightly (10% or so). Then Coil Extreme is what you have right now.

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).

This is what FFXIV is missing -- there's no Raid options for the Rest Of Us. There's Hardcore or...... don't do it at all. Raiding as a mechanic might be fun, but sadly most of us will never see it because it is just too ridiculous with all the one-shot mechanics. Your average player just can't do that. Your average player doesn't have 40+ hours per week to devote to learning all of these complex fights to do them flawlessly.

Quote:
Hate the player, not the game. It's only an issue because there are players who aren't able to execute properly who think they should be clearing this content.


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.

Quote:
I agree that there is poor game design involved, but the source of that is allowing players who aren't skilled enough to enter the content at all. SE is trying to marry casual and hardcore and it's never going to work.


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?

Ask Blizzard that question; they did this in Vanilla WoW with Naxxramas. They brought Naxxramas back during Wrath of the Lich King because quite frankly, they spent a LOT of development time on something less than 1% of the playerbase ever got to see. It is a ridiculous waste of development time and manpower to make content that hardly anybody ever sees.

That's why they need to make 2 versions of all of this stuff. Tone one of them down and slap some sort of "easy" label on it so people get to enjoy the storyline and get some mildly decent gear out of it. Let the hardcores have their "one wrong move and everybody dies" stuff they seem to love so much (though I honestly can't understand why).
#97 Sep 01 2014 at 11:04 PM Rating: Excellent
Quote:
It's not any different. In most games, at a certain time or when a certain condition is met, the spell or ability is cast. Sometimes it's randomly and sometimes there are conditions, but it's not any more prevalent in XIV than it is in other games. If you think it is, you never played other games at endgame.


I must confess, the one game where I have more endgame experience than any other is FFXI and not FFXIV.

That's why I can confidently say the battles in XI flowed much, much differently than the battles in XIV.

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 it was through movement, or by kiting an add far from the party, or by having certain jobs with certain abilities, or by using a certain kind of tank, or stun locking, or popping an item, etc...

But in XIV, all you can really do is dodge. It's very homogenous compared to XI in that regard... requires much more memorization, much less skill, much less actual strategy. There's pretty much just one path through the woods.

Edited, Sep 1st 2014 10:07pm by Thayos
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#98 Sep 02 2014 at 6:59 AM Rating: Good
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Not all games rely on one-hit KO mechanics for the vast majority of their difficulty like XIV does. I played endgame SWTOR up through the first 4 raids (nightmare), and there were very few one-hit KO mechanics. Most of the mechanics required killing waves of adds in time, or matching DPS between 2 different boss mobs, or removing stacks of nasty stuff in a timely manner, or stunning hard hitting moves that were often spammed, or avoiding ground crap, or solving puzzle bosses. I can't remember more than a handful of times where one-hit KOs caused wipes. It was usually the combination of several to many mechanics concurrently that caused the issues, which makes a heck of a lot more sense to me.

The same was true of LOTRO when I played in endgame. Yes, there were a few one-hit KO mechanics, but for the most part it was stuff that built up over time that killed you, or standing in stupid stuff, or just not being able to match the overall damage output and being slowly wittled down.

So no, all games don't rely on one-hit KO mechanics as prominently as XIV does. Even XI, which certainly had one-hit mechanics on HNMs, didn't have nearly the quantity that XIV does. Heck,even some of those moves... like fulmination or Gates of Hades could still be recovered from if the support were quick enough with heals and dispels. And that game has 10+ years of content compared to 1 year.

I agree with having multiple difficulty tiers. Have a story mode coil for casuals who just want to have fun and beat things at their own pace without constant 1-hit KOs. Keep normal and insanity mode as they are. Even with echo buff people still hit a wall at t5 coil and titan HM, so why not give a more forgiving version of the event simply for progression but with lesser drops? Will it offend hardcore players who "did it the hard way"? Probably. But honestly, I'd rather have a game that ticks off the top 1-5% if it means the rest of the playerbase doesn't have to bash their head against the wall. There are people on this board who have been gaming their entire lives who can't get past these hurdles. That just doesn't seem like good game design to me.

Edited, Sep 2nd 2014 9:06am by BartelX
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#99 Sep 02 2014 at 7:02 AM Rating: Excellent
Battles in XI were on a longer scale. A "fast" Jailor of Love was killing him under 20 minutes when CoP was primary endgame. Currently, Wildskeeper Reives are probably the most difficult content, and they're about the same length of time - 20 to 30 minutes. Much longer if the colonization rate in the zone is low or not enough of the server is paying attention.

Dynamis Lord fights at 75 cap were done in two minutes or you wiped, so it was a major DPS check. You'd pile between 18-36 people on it, go over the strategy ten times, and have everyone throw EVERYTHING they had at it all at once. And still sometimes you lost. And you couldn't try it again for another 3 days.

And yeah, bad internet connections are the bane of this game. We were doing Ultima HM last night. I had to explain the run to a clump of newbies. Got him down to 15% several times - it was the last phase with the four orbs that was killing us, because one of our white mages was lagging horribly and couldn't get us healed up in time to survive the last burst. We were down to 14 minutes and had agreed to do one last shot.

Then midway during the fight a tank disconnected. I got a frantic text from him that his Internet connection had gone out. I was so surprised that I missed the location of Ifrit, zigged when I should have zagged, and died first for the first time that entire run.

The saddest thing was since we'd gone in through Duty Finder, all that knowledge and training I'd given out was going off to other servers. I told him we ought to use Party Finder next time. Yeah, it'll take longer to build the group, but if we got low on time, we could exit and re-enter WITH THE SAME GROUP.
#100 Sep 02 2014 at 7:51 AM Rating: Excellent
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Thayos wrote:
Quote:
It's not any different. In most games, at a certain time or when a certain condition is met, the spell or ability is cast. Sometimes it's randomly and sometimes there are conditions, but it's not any more prevalent in XIV than it is in other games. If you think it is, you never played other games at endgame.


I must confess, the one game where I have more endgame experience than any other is FFXI and not FFXIV.

That's why I can confidently say the battles in XI flowed much, much differently than the battles in XIV.

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 it was through movement, or by kiting an add far from the party, or by having certain jobs with certain abilities, or by using a certain kind of tank, or stun locking, or popping an item, etc...

But in XIV, all you can really do is dodge. It's very homogenous compared to XI in that regard... requires much more memorization, much less skill, much less actual strategy. There's pretty much just one path through the woods.

Edited, Sep 1st 2014 10:07pm by Thayos


I agree and your comparison to old school games earlier is real good.. Pacman you had to memorize the patterns pretty much and you could play forever.

I am not sure this type of thing is good for casual players.. I work very hard all day and work overtime pretty much every day now... When I joined FFXIV I was playing FFXI and looking for a game that required less time. My problem is I really dont want to come home burned out and memorize patterns. I dont want to spend hours watching videos to learn patterns because my brain is already dead from work.. I play MMO's to escape period.. The dodge mechanics are being relied on too much in this game.. The bosses are starting to run together and all feel the same. The game just needs something different and I am not sure SE gets that.. This was fun for a while and was clearly different from anything in FFXI.. The quotes on the new expansion in the live letter leads me to believe they dont get that..

You know there is so much that is better in this game than FFXI too... I would hate to go back to that style of crafting, I hated it.. Dungeons are cool they just need to change them up some...

I am in the same boat as Thaos, I am not casual but I am not hardcore either. I want to beat this hard content but dont want to have to be on every single day.
Someone said earlier this game does not favor the person that has a foot in both sides and I agree...


-------------------------
Sorry been out of town for a few days so addressing something earlier in the thread.

As far as FC goes I left mine a few weeks ago and have not had one since. I have had lots of offers, actually so many it gets annoying.. Thinking of joining one just to stop the invites..

Anyway when I left mine someone said not to leave.. He basically said FC and LS have switched and FC are the social thing and if you want to get stuff done have a static and use a ls instead.

I think for me I want to do this stuff with a FC and my friends. since you spend more time in a FC they start to feel like friends and that is who I would prefer to do this content with...







Edited, Sep 2nd 2014 10:01am by Nashred
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#101 Sep 02 2014 at 8:34 AM Rating: Default
That's the main thing, isn't it? Finding those cool players to have fun with. Players that don't take it too seriously and you can just laugh it off when someone makes the same mistake again and again. Oh, you. Ha-ha-ha.

But the game design has weeded out those players. That's how I see it. There is only so much content available up until it's Memorize-Or-Wipe time. We've done those other things. It became no longer fun to wipe constantly, so those players went to find something casual and fun to do.

The road-map was fine when it was the tip top of the End-Game iceberg that was impassable. Then Titan and T5 became part of the required path instead of the destination, but remained a headache at best. Certainly no one goes to Titan EX for "fun". Sadly I fear it's too late to get those easy-going casual players interested in FFXIV again.

I think SE is considering the game a success because they originally set the bar so low. Because so many players have left (many of which still have extended subs), they are able to maintain or exceed their originally expected population and revenue stream. Therefore, no mater what could-have-been, the game is certainly working as intended as far is income vs. overhead.

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.



Edited, Sep 2nd 2014 10:34am by Gnu
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