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I finally won't have to raid to endgame!Follow

#402 Nov 08 2015 at 2:03 PM Rating: Excellent
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On it's own, suggesting that XIV make the game more accessible and more accommodating for players on tighter schedules is a great idea. I'm on board with that 100%. My question is this... how do you keep any semblance of difficulty in a raid that allows for twice as many players to participate as are needed to actually clear it? Not that you owe it to anyone to convince me, but I would really like to hear how you would suggest we adjust XIV raids to be just as difficult for 50 players as they are for 20 players...

Smartass rhetorical translation:
Why in the **** are we concerned with development focused at players who can't even be bothered to show up? Smiley: banghead
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#403 Nov 08 2015 at 3:01 PM Rating: Excellent
I can show up, just not consistently enough to warrant a static that runs 2-3 times a week for 2-3 hours at a time. I work 12 hour shifts, 2 days, 2 nights, 5 off. Typically those 4 shifts, I get zero gaming done. If I do, it's after my 2nd day and it's not a long play session because I'm usually half asleep. So with this schedule, I never get the same day off from week to week, meaning 7 other people would either have to a) rotate their raid schedule accordingly or b) replace me the days I can't show up. Neither of these is fair to the other people.

You throw in anyone who does sports (with a non set weekly schedule) or whatever other hobby is out there, and it's easy to see why most statics disintegrate over time. That's why XI was so good for me, it had massive flexibility. Those who frequently showed up geared in no time, those like me took a year + to gear. I think people ARE willing to show up to events like this. WoD, LotA, etc have been imo successful. The main issue with them, they're really not challenging. I also get that the game may need a massive overhaul to even cater to this style of raiding so I have 0 expectations of it ever happening. I've come to terms that I'll probably never raid again in this game and that's fine.

Just because I don't have a set weekly schedule, doesn't mean I don't have huge amounts of time to play on my days off. So I know, this game probably isn't for me (in terms of end game), and that's fine. This almost goes back to what Hio was saying, there were good things in XI they could of stolen. You didn't need to steal from it word for word, but at least take it and improve on it.

As for how to make large scale events challenging within this system? No idea hah. There's a reason I'm not the game development business.
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#404 Nov 08 2015 at 3:27 PM Rating: Good
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I think I've already stated the reason, Filth. Ease of returning.

That's the entire point behind all the things like the 24 man groups, the easing of content as it gets older, the reason why Raid gear isn't the only gear at the high tier of drops (though they do get the additional '5' on raid weapons.)

It's to make it easier for people to come back to the game. Because they realize people burn out, people have real life commitments that get in the way, or maybe they had a falling out with some of their in-game friends. There are an insane number of reasons to put the game down. And, SE doesn't mind that. But it does want to entice people to return. So, they make it easy to, and still remain relevant as a player.

So this mid-endgame stuff that keeps coming out has benefits to endgame players who typically want to gear multiple jobs. And they added more reasons now with being able to Spirit Bond high level material that is made out of gear that drops from Exploratory Missions and can be spirit bonded into the highest level raid accessories.

So yeah, bringing people back to the game is pretty much the number one goal of the odd patches. Even ones push the progression further.
#405 Nov 08 2015 at 4:03 PM Rating: Decent
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Montsegurnephcreep wrote:
Oh I agree, Dynamis was easier when people showed up consistently and in large numbers. The fact that one or two people didn't show up though? You still ran the event and walked away with currency and AF gear. FFXIV, 2 people say they're not showing up? You're done unless you find reps. Then who knows what you're getting with those reps.

Most things in XI ran that way, Sky, Sea, Dynamis, etc. I was one of the more casual players who couldn't always commit to the schedule. Never got kicked, just took me forever to get my items with the point system. I eventually got my Byakko's Haidate, my Osode, and whatever junk I wanted from Dynamis (mostly Bst gear). People not showing up in XI didn't kill a shell because there was usually that core of members. Members not showing up in XIV has now killed 4 of my statics, so I just gave up entirely on bothering with it in XIV. Most leaders in XI were pretty good at letting you know well in advance: This particular night, we're going for all the Sky Gods, or the Shadow Lord or whatever and people showed up in droves.

Obviously, if you ran one of the shells, ya, the work was 10x more then just showing up to participate. I'm sure as a leader it was frustrating to no end having members like me just show up once a week or every 2 weeks. It still worked out in the end though. As the game evolved, farming parties became smaller and smaller which was good.
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I was one of the full time weekly workers who helped all the time, got the gear faster, while most would show up for the big loot nights only. That worked in XI because the concept of pop farming lesser things to earn NM pops was all over FFXI, which gave members something to work towards while the rest of members where missing in action.

Won't work in XIV without farming runs, unless SE masters the skill of power scaling to group size and levels. I have yet to see any game get it right completely.

FilthMcNasty wrote:
On it's own, suggesting that XIV make the game more accessible and more accommodating for players on tighter schedules is a great idea. I'm on board with that 100%. My question is this... how do you keep any semblance of difficulty in a raid that allows for twice as many players to participate as are needed to actually clear it? Not that you owe it to anyone to convince me, but I would really like to hear how you would suggest we adjust XIV raids to be just as difficult for 50 players as they are for 20 players...

Smartass rhetorical translation:
Why in the **** are we concerned with development focused at players who can't even be bothered to show up? Smiley: banghead

Won't work in XIV without farming runs, unless SE masters the skill of power scaling to group size and levels so all things are difficult. I have yet to see any game get it right completely.

High memory based, perfect execution with no smaller scale/easier farming for big bosses, required mmos are fighting an uphill battle from the outset. There is possible lag even if one player does perfect, now throw 20-60 players in that equation and watch disaster happen, then top that off with asking 60 players to show up 2-3 times a week at a set time? It is not happening chief.
#406 Nov 08 2015 at 4:05 PM Rating: Decent
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Montsegurnephcreep wrote:
Oh I agree, Dynamis was easier when people showed up consistently and in large numbers. The fact that one or two people didn't show up though? You still ran the event and walked away with currency and AF gear. FFXIV, 2 people say they're not showing up? You're done unless you find reps. Then who knows what you're getting with those reps.

Most things in XI ran that way, Sky, Sea, Dynamis, etc. I was one of the more casual players who couldn't always commit to the schedule. Never got kicked, just took me forever to get my items with the point system. I eventually got my Byakko's Haidate, my Osode, and whatever junk I wanted from Dynamis (mostly Bst gear). People not showing up in XI didn't kill a shell because there was usually that core of members. Members not showing up in XIV has now killed 4 of my statics, so I just gave up entirely on bothering with it in XIV. Most leaders in XI were pretty good at letting you know well in advance: This particular night, we're going for all the Sky Gods, or the Shadow Lord or whatever and people showed up in droves.

Obviously, if you ran one of the shells, ya, the work was 10x more then just showing up to participate. I'm sure as a leader it was frustrating to no end having members like me just show up once a week or every 2 weeks. It still worked out in the end though. As the game evolved, farming parties became smaller and smaller which was good.
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I was one of the full time weekly workers who helped all the time, got the gear faster, while most would show up for the big loot nights only. That worked in XI because the concept of pop farming lesser things to earn NM pops was all over FFXI, which gave members something to work towards while the rest of members where missing in action.

Won't work in XIV without farming runs, unless SE masters the skill of power scaling to group size and levels. I have yet to see any game get it right completely.

FilthMcNasty wrote:
On it's own, suggesting that XIV make the game more accessible and more accommodating for players on tighter schedules is a great idea. I'm on board with that 100%. My question is this... how do you keep any semblance of difficulty in a raid that allows for twice as many players to participate as are needed to actually clear it? Not that you owe it to anyone to convince me, but I would really like to hear how you would suggest we adjust XIV raids to be just as difficult for 50 players as they are for 20 players...

Smartass rhetorical translation:
Why in the **** are we concerned with development focused at players who can't even be bothered to show up? Smiley: banghead

Won't work in XIV without farming runs, unless SE masters the skill of power scaling to group size and levels so all things are difficult. I have yet to see any game get it right completely.

High memory based, perfect execution with no smaller scale/easier farming for big bosses, required mmos are fighting an uphill battle from the outset. There is possible lag even if one player does perfect, now throw 20-60 players in that equation and watch disaster happen, then top that off with asking 60 players to show up 2-3 times a week at a set time? It is not happening chief.

I would prefer to have them not put so much focus on difficulty and more towards depth that requires some forethought, more open/group based content properly scaled.
#407 Nov 08 2015 at 4:42 PM Rating: Decent
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Hyrist wrote:
I think I've already stated the reason, Filth. Ease of returning.

Let me be clear, I have no issue at all with adding easy, large scale content. I just don't understand why it's being suggested that it's a viable replacement for hardmode raids. If I'm a fan of difficult content and you replace that content with easy content I have no reason to be there at all, much less to return... so it seems counter-intuitive to me.

Just a few weeks ago the suggestion was made to trim down the raid size because it was too hard to collect a group of 8. Now all of a sudden we're trying to expand raid sizes. You'll have to excuse me if I keep prying with questions, but I'm genuinely interested in hearing how people think issues should/could be addressed.

Montsegurnephcreep wrote:
As for how to make large scale events challenging within this system? No idea hah.

I'm perplexed myself which is why I'm trying to get an answer.

sandpark wrote:
Won't work in XIV without farming runs, unless SE masters the skill of power scaling to group size and levels so all things are difficult. I have yet to see any game get it right completely.

Precisely the reason why I don't think it's worth the trouble. WoW was the closest I've seen to pulling it off, but you were still restricted somewhat in the composition of your group...

2 tanks, 2 healers, 3 dps
2 tanks, 3 healers, 5 dps
2 tanks, 4 healers, 9 dps

You had a little play in swapping a healer for a dps or vice versa, but whatever you sacrificed had to be made up for elsewhere.

Take an extra dps instead of a healer? Healers are in hardmode and dps are bored because they have to hold back. Take the healer over the dps? Healers are bored and dps have to squeeze every bit of damage out to beat enrage. I honestly feel like the only way to balance a raid is to have a static(no pun intended) raid size and composition and go from there. Much the same way that dynamis was, even the flex raids in WoW became easier and easier the more people you added.


Edited, Nov 8th 2015 5:43pm by FilthMcNasty
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Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
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cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#408 Nov 08 2015 at 4:48 PM Rating: Excellent
It will not be a replacement. Both will be in the game.

Quote:
Just a few weeks ago the suggestion was made to trim down the raid size because it was too hard to collect a group of 8. Now all of a sudden we're trying to expand raid sizes. You'll have to excuse me if I keep prying with questions, but I'm genuinely interested in hearing how people think issues should/could be addressed.


I think what you're talking about is different than what most people here are talking about.

Personally, when I talk about the need for endgame content with more of a Dynamis-style participation requirement, I am not talking about expanding on XIV's current hardcore-style raids. I'm talking about completely new endgame systems such as the upcoming Exploration Missions.

No way in hell would I suggest requiring statics of any more people to XIV's current hardcore raids.

Quote:
Why in the **** are we concerned with development focused at players who can't even be bothered to show up?


We're not. At least, I'm not.

I'm talking about content with the same type of participation dynamics as Dynamis, in which regular participation was beneficial for the group but not required.

A great thing about that type of endgame content is different groups have the freedom to make their own rules regarding member participation. In FFXI -- and I'm sure you already know this, but it's worth pointing out here -- some groups had rigid, hardcore attendance requirements, whereas other groups had the more relaxed policy of "we expect you to be here if you're online." You'd gear up faster in a hardcore group, but more relaxed dynamis groups also got their shares of drops. Hardcore attendance wasn't at all required for dynamis groups to be successful.

FFXIV's endgame raids don't offer that kind of freedom in the same way. Statics may choose to meet less often (like once per week instead of a few times per week), but that has never been the problem. The real problem with XIV's current hardcore raids (from a participation standpoint) is that if one person fails to show up, then that pretty much ruins the raid night. And the loss of a single member can even kill an entire raid static.

FFXIV is missing casual/midcore endgame. And that's kind of weird, isn't it? This is, after all, a game designed to be far more casual than hardcore.

Hopefully, Exploratory Missions is the first step toward filling that gap moving forward. I believe it will be.



Edited, Nov 8th 2015 3:25pm by Thayos
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#409 Nov 08 2015 at 6:10 PM Rating: Excellent
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Scaling ultimately requires some sort of expectation in roles and how they play from both the players and devs.

Tank joins: Slight HP increase, moderate increase to ST damage.
Support joins: Slight HP increase, moderate increase to AoE damage.
DPS joins: High HP increase, minimal increase to ST and AoE damage.

These increases should generally factor appropriate, but not perfect gear for the encounter. Same with whatever rotations, should that be a thing for the game. Mainly, the point is for mob attributes to shift to accommodate the variable party/role size. Do nothing, but have a lot of tanks and they'll probably never die. Spike damage enough and you're eventually going to want more than one healer covering them. As for DPS, too many without adjusting mob HP and they just melt, but the goal here should be to keep the time to kill the mob roughly similar and not exponentially higher, either. More healers is similar to tanks in that if you have too many, nobody is likely to die. This is why you need to make the mobs a little more dangerous so you promote attentiveness and delegation of support needs. The slight HP increase tanks and healers bring also runs under the assumption they'll either be doing some damage themselves or bringing (de)buffs to help others along. Either way, it's a process that hinges on the player baseline.
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#410 Nov 08 2015 at 6:37 PM Rating: Good
Are there games out there now that manage to do what some of the old school MMOs did in this regard? My experience is pretty limited, over the years I've only played RO, LotRO, SWTOR, XI, PSO (not really an MMO), and now XIV. Common theme of the more recent ones, they all pigeon hole jobs in the same role. Seems the minute you do the trifecta system with twitch mechanics, it all leads to the same thing.

XI had job variety which allowed for different mechanics I suppose. Even though through the years, X job would be ahead of others in terms of support, healing, debuffing, dps, etc. Still, it retained a high assortment of jobs through each event.

So ya, any modern MMOs with the old school feeling?
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#411 Nov 08 2015 at 7:10 PM Rating: Good
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In terms of role flexibility, Rift probably is the most variable, but it still falls prey to the efficiency beast. Honestly, I'd like to see some game out there where you can learn anything from a class and hodgepodge it together, gear choices then further enhancing your selections. Yeah, it'd still fall prey to cookie cutter syndrome, but things become a bit more hazy in who does what just because they have a specific symbol by their name. People who love to make snap judgments would probably hate this kind of system, but in the spirit of progression, it leaves an avenue of always being able to improve your character somehow, even if it's just more levels within a skill itself.
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#412 Nov 08 2015 at 7:13 PM Rating: Decent
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That's why I enjoy PSO2 and why I liked FFXIV 1.0's concept but they didn't get enough time for proper execution since if they realized it wouldn't have worked on the CT engine, it could have been written on something else or done on a custom engine (like they did for XI and ARR.)

So while in PSO2 you still have set classes, your subjob carries over and even lets you master their weapons properly.
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#413 Nov 08 2015 at 7:21 PM Rating: Decent
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Montsegurnephcreep wrote:
Are there games out there now that manage to do what some of the old school MMOs did in this regard? My experience is pretty limited, over the years I've only played RO, LotRO, SWTOR, XI, PSO (not really an MMO), and now XIV. Common theme of the more recent ones, they all pigeon hole jobs in the same role. Seems the minute you do the trifecta system with twitch mechanics, it all leads to the same thing.

XI had job variety which allowed for different mechanics I suppose. Even though through the years, X job would be ahead of others in terms of support, healing, debuffing, dps, etc. Still, it retained a high assortment of jobs through each event.

So ya, any modern MMOs with the old school feeling?

https://pantheonmmo.com/

As far as I know, if you loved the type of mmo similar to FFXI or the original Everquest. There is only one modern mmo coming out to try and bring that type of game and it is crowdfunded, so don't know how well it will end up. I am cautiously excited. Smiley: smile

Some extra info:
http://www.mmorpg.com/gamelist.cfm/game/1006/Pantheon-Rise-of-the-Fallen.html

Edited, Nov 8th 2015 8:24pm by sandpark
#414 Nov 08 2015 at 8:46 PM Rating: Decent
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Thayos wrote:
A great thing about that type of endgame content is different groups have the freedom to make their own rules regarding member participation. In FFXI -- and I'm sure you already know this, but it's worth pointing out here -- some groups have rigid, hardcore attendance requirements, whereas other groups had the more relaxed policy of "we expect you to be here if you're online." You'd gear up faster in a hardcore group, but the nature of the content didn't make it inaccessible for more casual endgame groups.

I honestly never saw any dynamis linkshell with a 'show up if you're online' policy. Every dynamis linkshell I ever saw a website or recruitment thread in a forum for pretty much said "This is our schedule, these are our rules, if this works for you we'd love to have you".

If you actually looked at the rules, lot priority was based on attendance. You were on trial period for a short time while you proved you were committed to attending and the only way you got any loot during that period was if no official member wanted it. Every shell I've heard of used some sort of DKP system so that no one ever felt it was unfair. Participation has always been the main measure of contribution.

You're not going to encourage participation with a 'show up if you're online' attitude. If anything, you'll chase any prospective core raiders away because they want to be with other people who can dedicate to the same time that they can.

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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#415 Nov 08 2015 at 9:28 PM Rating: Decent
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FilthMcNasty wrote:
Thayos wrote:
A great thing about that type of endgame content is different groups have the freedom to make their own rules regarding member participation. In FFXI -- and I'm sure you already know this, but it's worth pointing out here -- some groups have rigid, hardcore attendance requirements, whereas other groups had the more relaxed policy of "we expect you to be here if you're online." You'd gear up faster in a hardcore group, but the nature of the content didn't make it inaccessible for more casual endgame groups.

I honestly never saw any dynamis linkshell with a 'show up if you're online' policy. Every dynamis linkshell I ever saw a website or recruitment thread in a forum for pretty much said "This is our schedule, these are our rules, if this works for you we'd love to have you".


This. 99% of the Dynamis shells, serious ones, adhered to the website (usually Dynamisbums) scheduling and their own rules as stated. The only "you online? you get here." was HNM. Otherwise if you're online and didn't show, you simply didn't want a chance at loot.

Quote:
You're not going to encourage participation with a 'show up if you're online' attitude. If anything, you'll chase any prospective core raiders away because they want to be with other people who can dedicate to the same time that they can.


This is why it was generally found in the HNMLS scene more than anything (since you do want every hand available, especially if something went wrong.)
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#416 Nov 08 2015 at 10:22 PM Rating: Excellent
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I honestly never saw any dynamis linkshell with a 'show up if you're online' policy. Every dynamis linkshell I ever saw a website or recruitment thread in a forum for pretty much said "This is our schedule, these are our rules, if this works for you we'd love to have you".


Just because you weren't personally aware of those endgame linkshells in FFXI doesn't mean they didn't exist. It just means they probably weren't appealing to you, so you may not have been looking as hard for them.

I was in two different dynamis linkshells and a sky linkshell that had a "show up if you're online" policy. It worked, because we had 20-30 core members who pretty much always showed up... but if people couldn't make runs here and there, then it absolutely didn't matter for the progression goals of the group.

These groups were highly successful and carried on for years.

Quote:
You're not going to encourage participation with a 'show up if you're online' attitude.


See above. You're just flat-out wrong on this, and reality proves it.

Quote:
If anything, you'll chase any prospective core raiders away because they want to be with other people who can dedicate to the same time that they can.


Actually, all that will happen is hardcore players will join groups with more hardcore rules, and more casual/midcore players will join groups with more casual/midcore rules. This is what happened in FFXI, and it's what will happen in FFXIV if the devs continue to develop new endgame content that isn't based upon small eight-person parties.

Filth and Hio, you guys are both stuck in this hardcore raiding mindset... and Filth, I thought you were more casual/midcore in your approach to the game? I know you enjoy arguing with me and all, but in this case I feel like you're intentionally missing the point just to stir the pot.

Edited, Nov 8th 2015 8:27pm by Thayos
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#417 Nov 08 2015 at 10:45 PM Rating: Default
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Thayos wrote:
Filth and Hio, you guys are both stuck in this hardcore raiding mindset... and Filth, I thought you were more casual/midcore in your approach to the game? I know you enjoy arguing with me and all, but in this case I feel like you're intentionally missing the point just to stir the pot.

Edited, Nov 8th 2015 8:27pm by Thayos


Has nothing to do with being in a hardcore raid mindset. Anyone who's actually played FFXI and been in Dynamis linkshells knows full the leaders almost always had to register their shells on the universal calendar so people didn't overlap/take time slots because Dynamis wasn't a true instance.

Nothing to do with hardcore raiding. You brought up HNMs before, that was more in line with XI's "hardcore" raiding, since you had to wait windows that lasted sometimes 24+ hrs depending if it was pulled out of a decent timeframe (usually if Japanese gets the claim.) However it just seems you were trying to find a reason to toss in another attack my way, which is cool - but for one who claimed to have played XI, not sure how being considerate to other linkshells is "hardcore raiding."

Then again, it does seem we have different definitions of hardcore.
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#418 Nov 08 2015 at 11:01 PM Rating: Excellent
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Has nothing to do with being in a hardcore raid mindset. Anyone who's actually played FFXI and been in Dynamis linkshells knows full the leaders almost always had to register their shells on the universal calendar so people didn't overlap/take time slots because Dynamis wasn't a true instance.


But you're trying to deny things that were real.

Yes, there were endgame linkshells that didn't have hardcore membership rules. When you have good, versatile content like dynamis, then groups have the freedom to handle membership requirements as they wish.

I was a career red mage in XI. I did tons of dynamis, and I used to actually be a hardcore player (though I was never elitist). I was very plugged in with my server's endgame community. And as an admin of this site, I followed what happened on other servers, too. I know what I'm talking about.


Edited, Nov 8th 2015 10:04pm by Thayos
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#419 Nov 08 2015 at 11:18 PM Rating: Excellent
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Yeah. Both dynamis shells I was in had loose attendance policies. If you didn't show up you just didn't earn any points for that run. It was in your best interest to show up every time because more participation = more chances at getting gear, but no one was getting kicked out of the shell for skipping out on a run.
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#420 Nov 09 2015 at 4:41 AM Rating: Decent
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Thayos wrote:
Just because you weren't personally aware of those endgame linkshells in FFXI doesn't mean they didn't exist. It just means they probably weren't appealing to you, so you may not have been looking as hard for them.


Not endgame shells, specifically dynamis shells. They all had to adhere to a schedule themselves so you were expected to do the same. Runs weren't random because as I said, one group per zone at a time. Every shell had a "you must come to at least x runs biweekly/monthly to be a lotting member of the LS".

The only exception my shell or any other shell I knew of made was for people who didn't care for loot and only wanted clears. Since many of the players applying wanted at least one item, it was nearly impossible to get anything if you weren't high on the list of players with priority to lot said item and that required regular attendance. That's reality. If you don't think that's how it worked perhaps you're the one who needs to be more in touch with it.

I'm not really going to address anything outside of the suggested dynamis style of endgame because XI's other endgame events were a completely different beast from what you see in today's MMOs. There's really no "Behemoth was killed at 6AM this morning, be here tomorrow at 3AM for the window" going on. You have complete freedom in when you want to enter a raid instance these days so there is really no comparison to be made.

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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.
#421 Nov 09 2015 at 8:11 AM Rating: Good
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I found dynamis/sky style events to be far more accommodating for players who couldn't necessarily make every run. Also more welcoming to new players who haven't even dipped their feet into end game than most "end game" content in FF14. Far less structure across multiple aspects made it much easier to just go and do content without worrying about meeting every required check mark to be able to even participate. As long as you met the basic requirements you could bring in a couple friends without having to run them through a check list of questions to see if they can even participate.

In FF14 raid content, there's rigid member requirements that force a set number of people. 7- friends will need to pick at least one person up, 9+ will have to leave at least one out. Contrast with FFXI where I've farmed in sky pop items when literally 3 people showed up or had people healing outside of our alliance because we had too many to fit in one.

In FF14 raid content you need to make sure you have an ideal or close to ideal role setup. In dynamis/sky all you need is to hit the basics and beyond that you are free to bring in whatever you like. Was it always ideal? Of course not, but it was easily doable and did nothing to hinder the group.

In FF14, every time you bring in an undergeared, or less skilled, or less experienced player, you have to take into account that if they aren't able to do the funky dance correctly there is a good chance that this member can and will solely wipe your entire group multiple times. In sky or dynamis, a new player, having seen no guides or videos or having already completed the content before, could walk in and learn the ropes without killing everyone because they either turned around, didn't turn around, moved when they shouldn't have, didn't move when they should have, or any number of other group wiping mechanics.

There really wasn't that much you needed to consider when allowing new friends to come along. If you regularly run sky with 15 and your black mage says "Hey I have two friends who want to try end game, can they try coming with us?" NONE of the questions you'd have to screen them through to participate in FF14 content need to be asked here. If they can't make every run, if they aren't the best or most well geared players, if they're a lol-drg and lol-pup (edit: ZAM filters Smiley: glare), they can still come and play and they are likely to have only a positive at best or neutral at worst contribution to the group even on their very first run.

Edited, Nov 9th 2015 9:15am by Susanoh
#422 Nov 09 2015 at 9:53 AM Rating: Decent
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That's exactly why I only found HNMs to be more along the lines of "Hardcore raiding" in XI because everything else you normally went in with 18-64 people, meaning you can easily pick up the slack. Hell, most of us did Dynamus wth 64 people at level 65..that was insanity and fun as hell. Then it evened out to the event we know and love with 18-24+ people at level 75, and later the solo venture it is now.

XIV's raids definitely are more less new player friendly if not knowing the content, including the casual raids, because if people can't step on a GOD DAMN BUTTON, there's no hope for you. But there's the kicker, the song and dance just grates on you eventually, which is why when someone mess up the easy dance steps, people tend to not be appreciative of it. Like say, in Alexander Savage 1 - If you tunnel vision and plop the resins down all around and on the Oppressor - You basically ended the run then and there.

Also from the Patch Notes:
Quote:
* Please note that while players may enter The Diadem as an alliance, upon entering, the group will not be treated as an alliance, but as three separate parties.


So not even big FCs can do this with each other in a full alliance on a technical level unless you all plop down in the same instanced map, since say Alliance B ends up in a different map because you hit the max number of parties per instance. That would kind of suck,.

Edited, Nov 9th 2015 8:02am by Theonehio
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#423 Nov 09 2015 at 10:07 AM Rating: Excellent
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Not endgame shells, specifically dynamis shells. They all had to adhere to a schedule themselves so you were expected to do the same. Runs weren't random because as I said, one group per zone at a time. Every shell had a "you must come to at least x runs biweekly/monthly to be a lotting member of the LS".


Filth, you're the only person in this thread who is talking about the runs themselves being on a schedule... that isn't what any of the rest of us are talking about.

In dynamis, not all members were required to show up to scheduled runs in order for the group to make progress. And this was also true in other aspects of FFXI's endgame, as well. I was personally in different endgame linkshells that did dynamis and sky (and limbus, too), and I dinked around for awhile in one that even did ground kings. Oh, and just remembered, I was also in an Einherjar linkshell with more relaxed standards, but that just didn't hold my interest.

If you want to find FFXI content that has a closer participation dynamic to FFXIV's hardcore raids, then you need to look to something like salvage. That was something on my server that most people tended to do in small statics, rather than gravitate toward large salvage linkshells (not sure if those even existed on my server). However, learning the various floors of salvage was much easier than mastering XIV's hardcore raids, so it was easier to plug and play pickup members if need be.

Otherwise, much of XIV's endgame content allowed for groups to progress with casual/midcore participation requirements.

Quote:
There really wasn't that much you needed to consider when allowing new friends to come along. If you regularly run sky with 15 and your black mage says "Hey I have two friends who want to try end game, can they try coming with us?" NONE of the questions you'd have to screen them through to participate in FF14 content need to be asked here. If they can't make every run, if they aren't the best or most well geared players, if they're a lol-drg and lol-pup (edit: ZAM filters Smiley: glare), they can still come and play and they are likely to have only a positive at best or neutral at worst contribution to the group even on their very first run.


Exactly.

There's simply no denying that XIV's endgame has been bereft of this kind of group-oriented content -- until now. Hopefully Exploratory Missions start filling that void!

Edited, Nov 9th 2015 8:11am by Thayos
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#424 Nov 09 2015 at 1:54 PM Rating: Decent
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The point is that you aren't locked to the same 2 days at the same 2 times in XIV as you were in dynamis. It's only more accommodating in the sense that if you didn't show up, no one would miss you. If for some reason your group didn't show up, it wasn't something you can just reschedule for any other time like you can with XIV raids.

The point I'm making here is that I can completely understand someone not being able to stick to Tuesday 3-6 PM and Friday 4-7 PM every week. Dynamis locked you into very specific times and allowed for nearly no diversion from that. XIV on the other hand allows that you enter these raids whenever you want. Yes, you do need all 7 other players to show up, but it's still no where close to the 20 players you needed to show up for dynamis.

No, there is no allowance for overflow but again that directly impacts the difficulty of the event. If they had decided to design Alexander like this, there wouldn't be a distinction between normal and hardmode because all of it would be easy. Is that what people really want?

I think statics were falling apart because players were just frustrated with how bad other players were honestly. I don't blame people for not liking it, but raiding is the one event that will highlight flaws in your gameplay if you're not on your toes and I don't think people could stomach being told that they were bad.

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#425 Nov 09 2015 at 2:17 PM Rating: Default
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FilthMcNasty wrote:
The point is that you aren't locked to the same 2 days at the same 2 times in XIV as you were in dynamis. It's only more accommodating in the sense that if you didn't show up, no one would miss you. If for some reason your group didn't show up, it wasn't something you can just reschedule for any other time like you can with XIV raids.

The point I'm making here is that I can completely understand someone not being able to stick to Tuesday 3-6 PM and Friday 4-7 PM every week. Dynamis locked you into very specific times and allowed for nearly no diversion from that. XIV on the other hand allows that you enter these raids whenever you want. Yes, you do need all 7 other players to show up, but it's still no where close to the 20 players you needed to show up for dynamis.

No, there is no allowance for overflow but again that directly impacts the difficulty of the event. If they had decided to design Alexander like this, there wouldn't be a distinction between normal and hardmode because all of it would be easy. Is that what people really want?

I think statics were falling apart because players were just frustrated with how bad other players were honestly. I don't blame people for not liking it, but raiding is the one event that will highlight flaws in your gameplay if you're not on your toes and I don't think people could stomach being told that they were bad.



Yep - All of the groups I talked to and helped (omg networking!) stated a lot of their statics fell apart because they got fed up with A3S's difficulty, because despite what people who don't raid want to believe, not every raider is "hardcore" and still cleared binding coil, but are stuck on Alex 3 savage because..well..Coil wasn't that difficult..so A3S is significantly harder than what MOST raiders are used to.

So finding 7 others who can consistently play at that level on usually optional content, is pretty huge, especially on NA/EU servers it appears. Logically speaking, if they created Alexander like Dynamis, it should be HARDER so even if you overflow, all that means is you're making it easier simply due to the numbers - But it being designed more people in mind is a good thing. I think that's where current alliance raids fall apart - They're designed for 8 people but due to mechanics, you need the others. Like all bosses you end up lowmanning it anyway because a good chunk of the people tend to be pushing up daisies anyway.

So Filth is indeed correct - Raiding is where it all comes to light because the game makes you actually assert yourself compared to other content you can just..skirt by. Look at Titan HM these days - You can finish it off with 1 healer and 1 tank, which it tends to come down due thanks to people who refuse to dodge or simply..just can't play. I stopped believing "lag!" as an excuse when SE got through the level3.net issues.
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#426 Nov 09 2015 at 2:42 PM Rating: Excellent
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So Filth is indeed correct - Raiding is where it all comes to light because the game makes you actually assert yourself compared to other content you can just..skirt by.


I don't think a single person here has said anything that would even require this opinion to be defended.

This thread isn't about discrediting hardcore raiders, it's about celebrating the fact that finally this game will have an arm of endgame that's more suited to the tastes of casual/midcore gamers, which was a big reason why FFXI's endgame community was good for so long.
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