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#177 Feb 04 2015 at 3:19 AM Rating: Default
Montsegurnephcreep wrote:

So unless you CAN do Coil, there's almost 0 challenge to the game. The other challenges (imo), are Titan EX and Ramuh EX, but again, try pugging those without a static of competent players, it's not fun. The 8 man requisite though is what leads to this. It's not enough people to force groups to pick up a couple strangers and it's too many for funny schedule people to do something consistently.

0 Challenge? What a load of tosh.

You have basically argued with your self, claiming that you cant do things on DF/PF because people don't stick around? need a full party of "competent" players?

If you find a full party of competent players on anything the challenge will drop but again still needs those players to be "On it". Unless you are being carried you will either know what to do (means you have had the practise/learnt it) or you will have to practise or learn it.

Sort out a static for your self, just because you are having trouble finding one or don't like doing DF/PF. As for "pugging" it out with competent players I find it more fun when I am the one learning how to do the fights, I do find it challenging having to learn how to do the fight. Course its not so much challenging when you know what your doing but - sorry but that's the norm for any game (including XI). Play any game ANY game and if you have spent the time, able to do most/all things you will find there is not much challenge remaining unless the game has things made to be almost impossible. The closest thing SE can do is add more randomness and that has been a question they answered - their response was Titan Ex with random moves. Again this content will only be available to those willing to do it (same as later coils) which goes back to what you said about "limited people"

First you say "Very limited amount of people" can do it - Well again that's the CHALLENGE that would exist in any game designed to test your limits.

Your post is making you look like a hypochondriac.

Weird thing is the only idea I have seen that gives "more challenge" is more randomness. How about go give SE ideas instead of just saying its no challenge when it is.

Edited, Feb 4th 2015 4:20am by Lonix
#178 Feb 04 2015 at 4:56 AM Rating: Decent
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The biggest challenge people have about completing certain events are the artificial hurdles people create for them.

Is gear important? Sure. But someone in i100 with a i110 weapon can easily do a large part of Coil already. Knowing what to do is much more important than it actually is about the gear he/she has. There's the i100 that gets hit by an unlucky attack once or twice compared to the i130 that stands in basicly every single thing imaginable because he/she thinks the gear makes him immortal or he didnt bother to learn anything because he has such a large HP buffer the healer can probably get him (waste his/her mp) before he dies.

Same for voip things. I for one find them godaweful, cant make out what people are screaming into them half the time anyhow, nor do i have a mic to speak back into. I cant deal with the screechy girlish voices comming from neckbeards. I can however type, as fast as humanly possible, like we've done for every game and mmo over the past 15+ years. We can even make macro's in advance, there's no need for voip, but people still like to exclude others over it.

People like excluding others. It makes them feel their things are more exclusive and they dont want to see dirty casuals have their stuff.

After enough repetition and learning the fight everything becomes easy and auto-pilot. There's no actual challenge in most things, it's just as hard as we choose to make it.
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#179 Feb 04 2015 at 8:53 AM Rating: Good
Lonix wrote:
Montsegurnephcreep wrote:

So unless you CAN do Coil, there's almost 0 challenge to the game. The other challenges (imo), are Titan EX and Ramuh EX, but again, try pugging those without a static of competent players, it's not fun. The 8 man requisite though is what leads to this. It's not enough people to force groups to pick up a couple strangers and it's too many for funny schedule people to do something consistently.

0 Challenge? What a load of tosh.

You have basically argued with your self, claiming that you cant do things on DF/PF because people don't stick around? need a full party of "competent" players?

If you find a full party of competent players on anything the challenge will drop but again still needs those players to be "On it". Unless you are being carried you will either know what to do (means you have had the practise/learnt it) or you will have to practise or learn it.

Sort out a static for your self, just because you are having trouble finding one or don't like doing DF/PF. As for "pugging" it out with competent players I find it more fun when I am the one learning how to do the fights, I do find it challenging having to learn how to do the fight. Course its not so much challenging when you know what your doing but - sorry but that's the norm for any game (including XI). Play any game ANY game and if you have spent the time, able to do most/all things you will find there is not much challenge remaining unless the game has things made to be almost impossible. The closest thing SE can do is add more randomness and that has been a question they answered - their response was Titan Ex with random moves. Again this content will only be available to those willing to do it (same as later coils) which goes back to what you said about "limited people"

First you say "Very limited amount of people" can do it - Well again that's the CHALLENGE that would exist in any game designed to test your limits.

Your post is making you look like a hypochondriac.

Weird thing is the only idea I have seen that gives "more challenge" is more randomness. How about go give SE ideas instead of just saying its no challenge when it is.

Edited, Feb 4th 2015 4:20am by Lonix


If finding a static is the challenge, then I don't even know what to say. Do you know what hypochondriac means? As I said, Coil is a challenge (even with a static), making pugging it even more difficult/almost impossible. I also said Ramuh Ex and Titan Ex are challenges, but beyond those 3 events, I don't see what else is a challenge in this game in terms of mechanics. So nowhere did I say that there was 0 challenge in the game, I just said beyond those events (which are really the endgame events the game offers right now, so I guess they're doing something right) there's not much challenge.

Sure, I can create all sorts of challenges for myself to make the game harder by creating a static that revolves solely around me! The way my schedule works, I never have the same day off from week to week. Meaning, 7 other people would have to work around my schedule which is completely unfair to them. Trust me, I've tried the DF/PF for T5 and T6, and yes, the challenge was getting lucky with 7 other good players. It doesn't matter how often you point things out to people though, because they usually a) get offended when you point out what they did or b) keep getting hit by the same thing over and over.

T5, Divebombs, see the green logo, run here. Half the party gets it, the other half, oh sorry, didn't see it!. Ok, discuss it some more, next round, same thing, over and over. Replace with a couple new players. Then something else goes awry. T6, Blighted Bouquet and getting marked to hide in the vines/LoS method always got people. After trying 50 times, ya you'll find 7 other players of equal or greater skill, but was it worth the time wasted? That's up to the individual. If you find a challenge in carrying people, that's fine, once you're geared up and have echo, but prior to that, you can't. There's a reason endgame FCs only start doing paid runs prior to echo once they've received quite a few pieces from the raids.

As for suggestions, I've often suggested Coil be like CT with a weekly loot lockout so that FC members/LS members could run several times with different members. I've been counter argued with a) people would pay for carries (which still exists anyways) b) the longevity of the content would be affected c) I'm sure I'm forgetting some.

So again, I agreed that Coil and some of the EX Primals are challenging, it's that beyond those, as others have pointed out, every other event lacks punch.

Edited, Feb 4th 2015 9:58am by Montsegurnephcreep
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#180 Feb 04 2015 at 10:32 AM Rating: Good
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The superiority complex here is pretty impressive.

The language I'm seeing is. "Dark Souls is easy once you understand all the mechanics."

That sort of statement can apply to any game.

Finding a group? That's not a needless hurtle, that's called community building - something that gets bemoaned to the FFXIV team that they don't do enough of.

Current content is challenging enough, and has gotten progressively more so over time, even the official forums, which spew more complaints in an hour than every negative nancy on this board could do in a life time ended up admitting that. (to the point of complaint)

I'm going to be even more blunt: Savage Coil is abandoned - you can't make a more definitive statement against the playerbase's desire for 'challenge' than that.

Player's don't want challenge; They want achievement. Those who want to struggle harder for it are really looking for a means of lording over players who can't make the cut, because they can't feel achievement unless it's pitted against the achievement of others.

If we want to have an actually constructive discussion on the terms of how we can improve Raids, I will patiently wait for people to drop the starawman argument of difficulty and begin actually discussing in terms of 'engaging' , 'fun', 'dynamic', and 'entertaining'.

Fights could use depth, not difficulty.
#181 Feb 04 2015 at 10:39 AM Rating: Excellent
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If there's one thing that that I think this game needs, it's content that allows for varying number of people. In XI, there were maximum limits to how many people could do a battle together. But usually you could get away with doing it with fewer people than the maximum. So you could plan on trying to do something like Limbus with two full parties. But if a few of your friends couldn't make it, you could potentially make do with who you have without needing to pick up anyone else. Or if more show up than you were planning, you could for an alliance of 3 parties and go in with more than you had initially planned for.

Meanwhile, in XIV, most of the game's content is in instanced zones where you are forced into having an exact number to enter. Want to do some Coil together with people from your FC or LS? You need 8 to enter. Don't have 8? DF will force you to pick up someone else. Hope you don't mind running Coil with your good friends plus some random strangers who may not even converse with you, and can potentially ruin your entire night through their actions. Got more than 8? Guess you'll have to do it twice, or figure out who to leave out.

It's not just the difficulty of Coil that makes people form statics. The rigid structure of the game pushes players into statics too.
#182 Feb 04 2015 at 11:16 AM Rating: Excellent
Quote:
Finding a group? That's not a needless hurtle, that's called community building - something that gets bemoaned to the FFXIV team that they don't do enough of.


And I agree. I've made some good friends that I still play with a year and a half later from the initial static that I had formed. If I could be part of a static again, I would absolutely do it. But when you start telling people this week I'm free uhh Thursday, Friday. Next week can you guys do Monday or Wednesday? Then I'm free Saturday, Sunday. You can see why they'd start getting frustrated. So I'm not against statics, at all. They're actually quite fun when you get to know the people.

Quote:
Current content is challenging enough, and has gotten progressively more so over time, even the official forums, which spew more complaints in an hour than every negative nancy on this board could do in a life time ended up admitting that. (to the point of complaint)

I'm going to be even more blunt: Savage Coil is abandoned - you can't make a more definitive statement against the playerbase's desire for 'challenge' than that.


This I also agree with, and also why I said that this stuff is hard enough WITH a static, so trying it with an uncoordinated pug is even more difficult. People have NO idea how much I attempted through DF/PF, but I can tell you T5 and 6 were MULTIPLE attempts. After 50-60 tries, frustration sets in and you just give up. This is why I just wait for restrictions to be lifted and run it with my old static whenever they have time. Definitely takes away from that feeling of "man, we beat this without nerfs!" but it's nonetheless still fun.

Is part of my frustration that I can't really partake in end game part of it? More than likely. I actually enjoyed starting from Day 1 with next to no guides and simply having the goal of getting to X phase by the end of the night. Was cool seeing your progression from run to run. Fun seeing your team progress from turn to turn. So yes, end game is challenging enough, no I can't partake in some of it, so yes I'm frustrated. Guess my option would be to find another job entirely! Nah....
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#183 Feb 04 2015 at 11:46 AM Rating: Excellent
svlyons wrote:
If there's one thing that that I think this game needs, it's content that allows for varying number of people. In XI, there were maximum limits to how many people could do a battle together. But usually you could get away with doing it with fewer people than the maximum. So you could plan on trying to do something like Limbus with two full parties. But if a few of your friends couldn't make it, you could potentially make do with who you have without needing to pick up anyone else. Or if more show up than you were planning, you could for an alliance of 3 parties and go in with more than you had initially planned for.

Meanwhile, in XIV, most of the game's content is in instanced zones where you are forced into having an exact number to enter. Want to do some Coil together with people from your FC or LS? You need 8 to enter. Don't have 8? DF will force you to pick up someone else. Hope you don't mind running Coil with your good friends plus some random strangers who may not even converse with you, and can potentially ruin your entire night through their actions. Got more than 8? Guess you'll have to do it twice, or figure out who to leave out.

It's not just the difficulty of Coil that makes people form statics. The rigid structure of the game pushes players into statics too.


THIS. THIS THIS THIS THIS.

I loved the flexibility of Dynamis, Limbus, and much more recently, Skirmishes and Delves. We beat Delve content meant for 18 level 99 people with just six. It was hard, it was long, it was wonderful when we finally did it. Now that's a challenge.

CT hard mode could be going in with two alliances instead of three, or even one alliance instead of three. And I think it'd be fabulous.
#184 Feb 04 2015 at 12:43 PM Rating: Excellent
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Our static fell apart because we were one or two short every week when we hit turn 5. So every week we were picking someone up. It was always felt like starting over every time and having to get used to a different player.

Statics are harder to hold together than in FFXI I think..
In FFXI content stayed tuff for a very long time.. So you wanted to get through you showed up.

In FFXIV a few month latter everything is so much easier except the walls. I mean I just pushed so hard to do lights for my Relic and two days after they nerf it bad ( I wanst even 3 or 4 stages behind, there was only one more ahead) Why rush? If content is going to be so much easier allot of people will wait.

Also gear is so obsolete in a short time why beat your head against the wall?

Another thing is the rewards are not much better. Really is the gear in coil any better than tome gear? And why work so hard for gear you wont even wear in a month.

So why do content in this game unless you are the one that has to do all content in a game?

I am not say this is how I feel about doing content but this is how some feel about some things in this game and why it is harder to get a static to hold together..


Instead of whole sets in coil put some exclusive gear in it that is far better.. Like lets say hands and feet in coil. Maybe the relic is the best weapon piece by far. Maybe ST drops the best head piece in the game. Maybe primals drop body gear.. Maybe the tomes gear is just average gear except for maybe pieces of jewelery.... This would give incentives to do everything...

For example if there was a few pieces of alagan gear from coil that actually made a big difference over tomes gear and wasn't obsolete in a few months by new gear allot more people would want to do coil making it easier to get a group together and people would be more serious about it.



Edited, Feb 4th 2015 1:49pm by Nashred

Edited, Feb 4th 2015 1:49pm by Nashred
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#185 Feb 04 2015 at 12:44 PM Rating: Default
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Catwho wrote:
svlyons wrote:
If there's one thing that that I think this game needs, it's content that allows for varying number of people. In XI, there were maximum limits to how many people could do a battle together. But usually you could get away with doing it with fewer people than the maximum. So you could plan on trying to do something like Limbus with two full parties. But if a few of your friends couldn't make it, you could potentially make do with who you have without needing to pick up anyone else. Or if more show up than you were planning, you could for an alliance of 3 parties and go in with more than you had initially planned for.

Meanwhile, in XIV, most of the game's content is in instanced zones where you are forced into having an exact number to enter. Want to do some Coil together with people from your FC or LS? You need 8 to enter. Don't have 8? DF will force you to pick up someone else. Hope you don't mind running Coil with your good friends plus some random strangers who may not even converse with you, and can potentially ruin your entire night through their actions. Got more than 8? Guess you'll have to do it twice, or figure out who to leave out.

It's not just the difficulty of Coil that makes people form statics. The rigid structure of the game pushes players into statics too.


THIS. THIS THIS THIS THIS.

I loved the flexibility of Dynamis, Limbus, and much more recently, Skirmishes and Delves. We beat Delve content meant for 18 level 99 people with just six. It was hard, it was long, it was wonderful when we finally did it. Now that's a challenge.

CT hard mode could be going in with two alliances instead of three, or even one alliance instead of three. And I think it'd be fabulous.


I agree...
Only issue is there allot of dps checks that require full parties...
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#186 Feb 04 2015 at 2:00 PM Rating: Excellent
The problem with CT these days is too much DPS, not too little
#187 Feb 04 2015 at 2:29 PM Rating: Good
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Catwho wrote:
The problem with CT these days is too much DPS, not too little


I meant any raid or dungeon not just CT...

We actually almost did a full ST with two parties because one refused to go in.... We got as far as the one where you have to kill those things before the meteors hit the ground and could not beat that, it was a long time ago though..

For CT they would have to get rid of the one where you have to split up and stand 4 on the platforms.

Edited, Feb 4th 2015 3:30pm by Nashred
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#188 Feb 04 2015 at 3:10 PM Rating: Good
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This will probably sound like MMO sacrilege to some, but I feel like our retainers should be summonable to fight by our side. Of course, we'd also need one more by default to create a light party. The obvious benefit of this is that more basic content becomes soloable if the related AI attached to the NPCs is done well, or as a concession, mechanics aren't as punishing to them. If two players come together, they could form a full party and tackle that variety of content. Much easier than finding 7 other bodies, but at the same time, you could also add more fleshy players along the way and just cut back on the summons.

XI kinda sorta does this with Trusts, but they're more limiting and the AI isn't that swell. I think a form of gambit system would be best, but at the same time, specifying script types per class/job could also work. The main thing would be giving the player an AI override option so you can call your tank back out of possible links, make a healer cast a cure, etc..

In XIV's case, at least, the following benefits could be had:
- Affirms a new in-game activity to "raise" or "train" NPC adventurers.
- Content becomes more accessible.
- The open world could be made a little more dangerous since there would be little excuse to be traveling alone.
- Economic needs multiply by virtue of functionally equipping 3+ NPC characters while enforcing ilvl requirements on them.
- Quests can be written around forging bonds with your retainers, involving things like clear X dungeon, defeat mobs at Y location, etc..
- Achievements can further be added to complement the system.
- NPCs can actually serve as in-game clue-givers to enemy mechanics as they happen. *
- NPC behavior could actually teach people how the devs intend a job to be played.
- Can serve as DF fill-ins until an actual person joins.

* While we may get the warning fields and other tells for some abilities, sometimes they aren't obvious or not enough to fully explain what something does. If a mob is about to do a conal breath attack that stuns, the could call out something akin to, "Get away from the front, this attack will immobilize you!" while it's charging. Naturally, we should understand to dodge the attack to avoid both the damage and status effect, but someone playing a healer might recognize they'd have to then status cure the tank if they wish for him to function at 100%. You could get other clues like, "Come over here, that looks dangerous!" while an NPC runs to a safe spot that would minimize, if not negate the effects of a mechanic. Even a simple, "We better kill this first!" with a target reticule can help instruct on how to handle adds. Overall, I view this as a hard counter to what I'd consider a demographic that's unwilling to teach their peers how to play, but at the same time, be harshly critical when someone doesn't live up to those unspoken standards. Why look up a (likely terrible) youtube video or guide when you could literally practice "for real" with your NPCs at your leisure? They will not mock you for failure. They will not rage quit. Even party wipes would be programmed to offer an additional tidbit of information.

But yes, I hear some people frothing already. "MMOs are meant to be played with other people! No one will ever party or socialize again!" First, quit the Chicken Little act. Second, ask yourself, "What is the point of content the player can't experience if the reason for why they can't is outside their control?" Yeah, the answer to this lies largely in the logistics. Some people have already brought the inability to commit to a static, and that's very real for players. Of course, were the above in place, the times they could step into a PUG will see them better prepared, both in knowledge and possibly ilvl. The general benefit of playing with others should be more a matter of efficiency in speed with possible variance of tactics. Social development is a wild card from there. Maybe no one will speak. Maybe it'll be a blast. That's no different than now, really. The real win-win for players, however, is that tolerating bad behavior is no longer as much of a requirement. And yes, I extend that umbrella to things like guild politics.

I won't deny there wouldn't be a possible issue with all this, however, and that lies in the number of instances the servers can handle. If people are more keen on soloing, that means more of a given dungeon is going running than if 4 given players DFed together. This could translate to lag or longer queue times for when one finally opens. This in mind, I'd actually be okay with new content being locked from a feature like this for a month or so. That way, yes, it is solely actual players participating and learning if they're more on the cutting edge of content, but once the rush has waned a bit, server conditions should be a bit more stable. Slightly higher rewards for full player parties on a per-boss-kill basis could also be offered, but not astronomically different. In the end, the goal should be people would like to party, but not feel punished if they can't or aren't in the mood to. And that's okay. It doesn't mean MMOs aren't for them.

Edited, Feb 4th 2015 4:11pm by Seriha
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#189 Feb 04 2015 at 3:30 PM Rating: Excellent
XI also has your Adventuring Fellow, and XIV 1.0 had that in a limited capacity with your partner from the Waking Sands quests (Path of the Twelve.)

We've got our version of the Adventuring Fellow with the battle chocobos, so adding in the retainers on top of that would, in fact, make a Light Party.
#190 Feb 04 2015 at 5:46 PM Rating: Good
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While true, I don't think chocobos could be as potentially flexible.
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#191 Feb 05 2015 at 7:10 AM Rating: Decent
Catwho wrote:
XI also has your Adventuring Fellow, and XIV 1.0 had that in a limited capacity with your partner from the Waking Sands quests (Path of the Twelve.)

We've got our version of the Adventuring Fellow with the battle chocobos, so adding in the retainers on top of that would, in fact, make a Light Party.


Plus again something else that didn't come with XI on initial release, in fact how many years was XI out till we got retainers?

Seem to be spotting a lot of complaints aimed at XIV for not having what XI didn't have for 4-5 Years+?
#192 Feb 05 2015 at 8:18 AM Rating: Good
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Lonix wrote:
Catwho wrote:
XI also has your Adventuring Fellow, and XIV 1.0 had that in a limited capacity with your partner from the Waking Sands quests (Path of the Twelve.)

We've got our version of the Adventuring Fellow with the battle chocobos, so adding in the retainers on top of that would, in fact, make a Light Party.


Plus again something else that didn't come with XI on initial release, in fact how many years was XI out till we got retainers?

Seem to be spotting a lot of complaints aimed at XIV for not having what XI didn't have for 4-5 Years+?


See I think it is comments like this that get people angry... I dont see anywhere where Seriha is complaining. This person just talked about something that they would like to see in the future that would be cool.. I dont see anywhere where this person is demanding it now. There is allot of things people would like to see in the future and we should be able to discuss them with out this attitude. This is what the forums is for, discussing the game. Discussing strategies, asking questions, talk about thing we would like to see in the future, talk about future content etc.


Catwho wrote:
XI also has your Adventuring Fellow, and XIV 1.0 had that in a limited capacity with your partner from the Waking Sands quests (Path of the Twelve.)

We've got our version of the Adventuring Fellow with the battle chocobos, so adding in the retainers on top of that would, in fact, make a Light Party.


I was going to say the same thing.

I doubt though they would allow you too fight with choco and retainer.

I always thought it would be cool if your minion could do a little bit in battle..

I would bet eventually you will be able to battle with a retainer.


Edited, Feb 5th 2015 9:27am by Nashred
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#193 Feb 05 2015 at 9:33 AM Rating: Excellent
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As a question for those who have said they don't really like the ease of quests, have you been doing the new Valentione quests or the Greatest Story Never Told?

I ask, because these are the sort of old style FFXI quests that don't have the quest markers displayed. They aren't quite as obtuse as some of the XI quests (and this is from someone who knew 2 of the people I needed to give Kindred Seals to for G4 without consulting a wiki), but they take away the ease of simply following marks.

I'm of the opinion that the Greatest Story Never Told could have used a much better reward, but I did enjoy the puzzles in it.
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#194 Feb 05 2015 at 9:49 AM Rating: Decent
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Illsaide wrote:
As a question for those who have said they don't really like the ease of quests, have you been doing the new Valentione quests or the Greatest Story Never Told?

I ask, because these are the sort of old style FFXI quests that don't have the quest markers displayed. They aren't quite as obtuse as some of the XI quests (and this is from someone who knew 2 of the people I needed to give Kindred Seals to for G4 without consulting a wiki), but they take away the ease of simply following marks.

I'm of the opinion that the Greatest Story Never Told could have used a much better reward, but I did enjoy the puzzles in it.



I like the way they do quest now... I ended up using the wiki for the Valentione quests. I started out trying but got frustrated when no one told me anything at all not even a hint.. no one said maybe you need to talk to this person or look over there. Basically you had to just by accident run into the person.. I like the way FFXIV has been doing quest.

I was not a fan of the how quests went in FFXI and always having too look everything up..
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#195 Feb 05 2015 at 12:57 PM Rating: Good
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Sorry, I haven't had the time or mental clarity to properly address this. It may be a while longer.


Montsegurnephcreep wrote:


And I agree. I've made some good friends that I still play with a year and a half later from the initial static that I had formed. If I could be part of a static again, I would absolutely do it. But when you start telling people this week I'm free uhh Thursday, Friday. Next week can you guys do Monday or Wednesday? Then I'm free Saturday, Sunday. You can see why they'd start getting frustrated. So I'm not against statics, at all. They're actually quite fun when you get to know the people.


We have a system within our FC that caters specifically to that sort of schedule. We call it Vanguard. We rotate people in and out of our static raid force on a specific day to target getting content done for them. I'm actually having the utilize the system itself as a client rather than the founder/director and raid leader. Due to falling behind in storyline, and my raid habits just starting to feel unhealthy for me, I withdrew.

What your describing is less a problem with party-finder and duty finder and more a larger community concern. I'm in favor of having some fights that require a level of co-ordination to complete, and the fact that these fights are much easier now than they were before makes me a touch less sympathetic about Pugs.

For those who are on the more casual/unreliable schedule there are the larger Free Companies and linkshells. There you have a more select pool of helpful friendly people that may have already established a tactic to win.


Quote:

This I also agree with, and also why I said that this stuff is hard enough WITH a static, so trying it with an uncoordinated pug is even more difficult. People have NO idea how much I attempted through DF/PF, but I can tell you T5 and 6 were MULTIPLE attempts. After 50-60 tries, frustration sets in and you just give up. This is why I just wait for restrictions to be lifted and run it with my old static whenever they have time. Definitely takes away from that feeling of "man, we beat this without nerfs!" but it's nonetheless still fun.

Is part of my frustration that I can't really partake in end game part of it? More than likely. I actually enjoyed starting from Day 1 with next to no guides and simply having the goal of getting to X phase by the end of the night. Was cool seeing your progression from run to run. Fun seeing your team progress from turn to turn. So yes, end game is challenging enough, no I can't partake in some of it, so yes I'm frustrated. Guess my option would be to find another job entirely! Nah....


Well, if you're unsatisfied with your job you really should be looking for better employment, but that's a separate matter entirely.

I feel as if SE has listened to your feedback when it comes to endgame by creating a more casual tier for Alexander. Gear in this game is hella transitory unless you're looking for glamours so there's not too much incentive to worry about the higher tier content unless you're looking to challenge yourself.

I feel as if Endgame needs to broaden to allow for more dynamic playstyles rather than simply conform raiding itself to be schedule-casual friendly. Tiered Monster Hunting along the lines of FFXI's ENM may be more catering to your playstyle than regular raiding, but that all depends on your ultimate aims.

Myself, personally? I play for fun and for clears. I don't care about Epic loot so much as the fun and excitement of it all. Having a static was fun as I could see the building progress. But it took too much of my time an attention for someone who likes to maintain a broad span of interests and characters so I had to back away. Still to solve your problems I feel as if you need to find a group structure that is larger in size than a satic, sort of a loose group that does not mind doing odd jobs to help people in your situation. I don't feel Raids need to change more than what's already being slated so much as having more endgame pursuits than just the 'one raid to rule them all'.

Edited, Feb 5th 2015 1:57pm by Hyrist
#196 Feb 05 2015 at 2:50 PM Rating: Good
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Well, if you're unsatisfied with your job you really should be looking for better employment, but that's a separate matter entirely.


Nah, the job's fine, it's in healthcare, so shift work comes with the territory. It's honestly a great schedule, just not great for static formation when most people expect to have a set schedule. I have been part of an LS/FC where they fit me in here and there, seemed to work well up until about T6, but that only lasted so long. Like I say, right now I'm more then happy waiting for the restrictions to be lifted and doing it then.

I have done the Relic quest line, but I really don't find it that interesting (at 69 Alexandrite). I know some people love that type of content, but it's just not for me.

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Myself, personally? I play for fun and for clears. I don't care about Epic loot so much as the fun and excitement of it all.


And yah, I've changed my views on the game in last little while (after taking a big enough break from June until December), and it's been enjoyable since. I know the game is young, and things will evolve (as they do with all MMOs). I care less about gear now, and just gear with poetics and extremes. Cause really, you need Coil gear for Coil, and maybe having a head start in the next endgame event released with patches, it's just cake in every other event.

Edited, Feb 5th 2015 3:52pm by Montsegurnephcreep
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#197 Feb 06 2015 at 8:07 AM Rating: Default
Nashred wrote:


See I think it is comments like this that get people angry... I dont see anywhere where Seriha is complaining. This person just talked about something that they would like to see in the future that would be cool.. I dont see anywhere where this person is demanding it now. There is allot of things people would like to see in the future and we should be able to discuss them with out this attitude. This is what the forums is for, discussing the game. Discussing strategies, asking questions, talk about thing we would like to see in the future, talk about future content etc.


This was a poor assumption on my part but if you look back to the previous posts you will see why I make that assumption.

As for the attitude, say the same for the OPs who started this off, Seriha has actually discussed it but that's my poor assumption. Don't complain about my attitude when the first few pages had a huge list of "whines".

As for getting angry again I see more people getting angry over poor discussion/feedback compared to shall we say ME when I make an assumption ;)

You are right though you don't see Seriha complaining, look back to the ones who are and tell me they are discussing.
#198 Feb 06 2015 at 8:37 AM Rating: Decent
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Seriha wrote:
While true, I don't think chocobos could be as potentially flexible.


If Yoshida wasn't being..let's just call it "careful" about people botting or the game playing itself even though people do it largely anyway, they could have been. That was the entire purpose of the gambit system, which they decided to use for bosses rather than NPC allies/Chocobo Buddy and most certainly won't be used for the Magitek Buddy.
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#199 Feb 06 2015 at 10:10 AM Rating: Excellent
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Catwho wrote:
Coil 1-4 is winnable with Duty Finder these days, at least. People have farming T4 down to a science.


Catwho wrote:
XI also has your Adventuring Fellow, and XIV 1.0 had that in a limited capacity with your partner from the Waking Sands quests (Path of the Twelve.)

We've got our version of the Adventuring Fellow with the battle chocobos, so adding in the retainers on top of that would, in fact, make a Light Party.


If my minion could do battle, I could summon up him, my chocobo, call in my four retainers, and call in the little moogle that delivers me mail and we could go wipe on titan Smiley: tongue
#200 Feb 06 2015 at 10:20 AM Rating: Excellent
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Montsegurnephcreep wrote:
Cause really, you need Coil gear for Coil, and maybe having a head start in the next endgame event released with patches, it's just cake in every other event.


This is a misconception with most of the gear. For example, as far as bard is concerned, ilvl130 poetic gloves and boots are way better than the final coil gloves and boots.

The only place where your statement applies 100% is on the weapon, since the FCOB weapon is ilvl 135, the upgraded poetic weapon (that you can only get right now from beating turn 11 and using a carbontwine from hunts or t12) is ilvl 130, and if you don't coil, the top of the line relic atm is only 125.

Soon SE will unlock the ability for you to get that tomestone in world of darkness and you can put a carbontwine (presumably by that time also available in World of Darkness) to build your ilvl 130 weapon. Until then, if all you are up to is turn 8 and you dont care about getting the relic upgraded, the best you can get right now is that Shiva 115 upgrade.

Edited, Feb 6th 2015 10:21am by Valkayree
#201 Feb 06 2015 at 10:35 AM Rating: Excellent
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This is a misconception with most of the gear. For example, as far as bard is concerned, ilvl130 poetic gloves and boots are way better than the final coil gloves and boots.

The only place where your statement applies 100% is on the weapon, since the FCOB weapon is ilvl 135, the upgraded poetic weapon (that you can only get right now from beating turn 11 and using a carbontwine from hunts or t12) is ilvl 130, and if you don't coil, the top of the line relic atm is only 125.


I get what you're saying, and that certain lower ilvl items are BiS compared to their Coil counterparts. What I'm saying though, is that you don't need Coil gear to perform well in any other event this game currently has to offer. I guess I didn't word my sentence properly. I get that the i115 weapon is the best the game has to offer (or relic), without participating in Coil, but that's more then enough to clear out any other event. If you happen to get that i135 weapon from Coil, it's really nice to beat down other content, but not necessary.

Really though, that i135 weapon helps you clear Coil with more ease from week to week. It also gives you a good head start for the next round of endgame that's released. If an item from WoD or any other event has preferable stats, definitely use it over the higher ilvl item. Am I making sense now? Sometimes my French takes over and these sentences make a whole lot of sense in my head, but not so much to the reader.
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