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

#127 Sep 24 2015 at 11:54 PM Rating: Decent
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Hyrist wrote:
In today's definition, the difficulty doesn't come into play so much as the 'random assortment of loot from the monsters' does.

The comparison is meant to be literal. You invest little to no effort and get rewarded for it ie. free epics. Even in the Diablo you remember it from, the loot pinata is literally a mob with no health that you one-shot and it rewards you with what you'd expect to get from killing a boss. It has nothing to do with loot variance, it's just about getting free ****.

Thayos wrote:
This is exactly why I raise the question... why not just axe hardcore raiding as we know it? Why not tune extreme primals to be a little more difficult and make those standalone battles (with insane glamor items, ponies, furnishings, etc.) the new "most challenging" content?


Thayos wrote:
I don't see many threads on the OF clamoring for gear to only drop from insanely hard content; rather, I just see people wanting more things to do.

Raiding isn't for everyone, but it is something to do. Part of the reason that games have content that is considered 'loot pinata' is to distribute items and gear to players in hopes that they will gravitate toward the main thing to do and not notice that there isn't much else there. It's actually meant to get people into normal raiding in hopes that the progression from grinding through normal and eventually harder modes will take up the bulk of your time and keep you subscribed. I understand that a lot of people don't even raid and many that do just want to get through the normal raid for the experience. Are the people who are complaining about things to do referring to raiding or outside activities?

Catwho wrote:
A true hard mode boss in XIV would not have any AOE broadcasts, just the animation and the note above the mob's head, and you had to hope the server saw you in the right spot.

That's pretty much how it works in TERA. You get a tell that something is coming and based on that tell, the direction the boss is facing, your proximity to the boss and a few other things... you have to react accordingly. Some of the mechanics in games these days barely even require any attention. It's a large part of the reason there is so much outcry about LFR in WoW. Literally half of the raid of players could go AFK when the boss is pulled and the others could clear it, still with little challenge.

Edited, Sep 25th 2015 2:09am by FilthMcNasty
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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.
#128 Sep 25 2015 at 3:13 AM Rating: Default
Theonehio wrote:
That's why I enjoyed and still enjoy XI's end-game


Surprised of this revelation were:
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Of course without forgetting:
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#129 Sep 25 2015 at 8:48 AM Rating: Good
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FilthMcNasty wrote:
Catwho wrote:
A true hard mode boss in XIV would not have any AOE broadcasts, just the animation and the note above the mob's head, and you had to hope the server saw you in the right spot.

That's pretty much how it works in TERA. You get a tell that something is coming and based on that tell, the direction the boss is facing, your proximity to the boss and a few other things... you have to react accordingly. Some of the mechanics in games these days barely even require any attention. It's a large part of the reason there is so much outcry about LFR in WoW. Literally half of the raid of players could go AFK when the boss is pulled and the others could clear it, still with little challenge.

Edited, Sep 25th 2015 2:09am by FilthMcNasty


Yep lol. Despite the flaws TERA has (aside their own systems, a large part of the game's systems are bland) it did a lot right for its raids/bosses. Same with PSO2. But people on OF would cry...not that the general playerbase even avoids telegraphed attacks to begin with lol.

Quote:
Are the people who are complaining about things to do referring to raiding or outside activities?


General activities, which is why they'll be the first to complain about Lords of Verminion after all is said and done and the fact the Afro hairstyle requires grinding Chocobo Racing and triple triad tournaments (which wouldn't have died off if it truly was a great system.) Realistically though, raiding is generally what lasts because the "optional activities" tend to get exhausted pretty quickly, ESPECIALLY using the formula SE uses for XIV ARR where it becomes the forefront of a 3-5 month's patch content, e.g 2.5 was Golden Saucer then 55 was the last story bit and steps of faith. So when Lords of Verminion becomes the only content you can spam (and it will depending on how badly the RNG is in Voyages) people will be wanting things to do even if there are "things to do", which is why a lot of people have been saying and agreeing more and more with the "negativity."

The ones complaining about raiding mostly dislike Alex Savage due to design. It really should have been more like Coil or even Nyzul, which is why I said it's pretty clear they tripped up when they had to design the story mode version.
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#130 Sep 25 2015 at 9:10 AM Rating: Decent
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If we could stop presuming upon people's reasonings and actually listen to the various reasonings that have been provided over the last two years, that'd be a good start to making headway with the discussion.

People don't like raiding for a lot more than just Alex's design. Again, we've had raiding system complaints from the start, and raiding participation debates since First Coil. A lot was resolved with the Story Mode, but the exact same thing that was predicted by the midcore players happened - the hardest mode of the content became the least populated - even with the carrot of having the best gear.

Hio, it's ok to speculate that it's because of Alexander's Design - but to state it as fact means you're speaking beyond yourself for people that don't always agree with your views. From my experience, Alexander is shunned primarily because the concept of 'raiding' does not have wide appeal to begin with. It narrows further due to both difficulty, and then further still because of poor design.

Alexander Normal has had a higher participation rate in its first year (by percentage of the parsed active players) then the completion of CoP did in its first four.

So the real question is, do you try to appeal further to a niche of your audience? Or do you try to broaden the scope of players to try it. And in either choice how?
#131 Sep 25 2015 at 9:26 AM Rating: Decent
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Karlina wrote:
Theonehio wrote:
It's just XIV's is terribly designed, that's what it all comes down to and why I do like XI's setup (it honestly was the most organized end-game for that progression type.) However since they went with a 'rotation' based gameplay, no matter how skilled you are it won't matter as long as you know how to push 12ocd34 properly. This is why even open world type stuff in XIV will be kind of touchy and why it'll be viewed as more of a bad thing than good if it does indeed offer better rewards than the current hard content. Since zerging down A Rank and S Rank mobs isn't really skillful gameplay either to be honest..if anything it actually shouldn't offer anything beyond i200 gear due to the simple fact you won't have to deal with anything aside killing the monsters as it's HIGHLY unlikely for them to introduce open world zones that has "mechanics", even on a basic level similar to how in XI's sky areas casting magic = rape and walking in front of certain panels = rape.

Did we play the same game? You keep making comparisons to FFXI that I just don't get.

How much skill and challenge was there in the FFXI endgame really? How much skill did dynamis really take beyond having enough people? How much skill was really involved in farming for pop sets? How much skill did it take to claim a HNM faster than the other botters? Few fights required any skill or strategy beyond 'throw more people at it', 'kite X', or 'stun Y'.

I'm just baffled how you think rotation based abilities and bosses with actual mechanics are worse than 'stun the 2hr' being the entire fight.



I am in the same sentiment with Hio, but I am labeling the difference as being cleverness not skill. Both games take skill, 14 requires more reflex skill in pounding out rotations and dodging while 11 requires more situational counters rather than dodging. Does this make 11 more challenging than 14 in my eyes? No. But because I have more options to counter or mitigate stuff, it requires more thinking thought patterns versus my limbic brain and my speed limitations in my fingers.

Both games have emergent environments, 14 is usually restricted to instanced dungeons while 11 has it in dungeons and the open world. These environments don't always equate to fun. But they add another level to the thinking process in conjunction with the base combat mechanics.

Both games have monsters, 14 removed unique characteristics of enemies such as weaknesses to specific stuff, alternate aggro behaviors, alternate link behaviors to keep the playing field more even in party composition. In 11 different situations called for different gear setups or skill usage and enemies retained all 14 removed, this led to party invitation being less frequent. But it added another level to the thinking process.

Below in the link there is a discussion how pulls, enemy dynamics, renkei/party synergy added another layer to the thought process. These process required more timing based skill and not so much twitch.
http://forum.square-enix.com/ffxiv/threads/261664-More-Horizontal-Progression-please?p=3327772&viewfull=1#post3327772

Those encounters you listed weren't really more difficult. They just added more dynamics and layers to an encounter besides dps race or dodge the baddies when tuned right. Those things only became irrelevant in some cases due to bad global characteristic tuning such as things being skewed towards light/darkness ice/thunder sleep/stun.

I don't like the global cooldown personally and it's just me. I think it is just an additional resource on top of what hp/mp/tp were designed to take care of in the first place. It con-volutes things for me personally. The hardest thing for remembering when to use x ability out of 40 abilities for me is remembering which ability can be used at a specific time.

Honestly I don't even know if Square could ever balance a game 100% like that. I know I like Horizontal over vertical, but at the same time I don't like the idea of a gear not being replaceable through the life of a game.I also don't like the idea of gear being replaced every couple of months though.


Edited, Sep 25th 2015 11:31am by sandpark
#132 Sep 25 2015 at 12:43 PM Rating: Decent
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Hyrist wrote:
If we could stop presuming upon people's reasonings and actually listen to the various reasonings that have been provided over the last two years, that'd be a good start to making headway with the discussion.

People don't like raiding for a lot more than just Alex's design. Again, we've had raiding system complaints from the start, and raiding participation debates since First Coil. A lot was resolved with the Story Mode, but the exact same thing that was predicted by the midcore players happened - the hardest mode of the content became the least populated - even with the carrot of having the best gear.

Hio, it's ok to speculate that it's because of Alexander's Design - but to state it as fact means you're speaking beyond yourself for people that don't always agree with your views. From my experience, Alexander is shunned primarily because the concept of 'raiding' does not have wide appeal to begin with. It narrows further due to both difficulty, and then further still because of poor design.

Alexander Normal has had a higher participation rate in its first year (by percentage of the parsed active players) then the completion of CoP did in its first four.

So the real question is, do you try to appeal further to a niche of your audience? Or do you try to broaden the scope of players to try it. And in either choice how?


Raiding takes a video game and turns it into a job. **** that.
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#133 Sep 25 2015 at 6:32 PM Rating: Good
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If these voyages are going to be open world, then I suspect we'll see a community 100x more toxic than hunts when it comes to the mobs that drop the i210 gear.
#134 Sep 26 2015 at 5:09 AM Rating: Good
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FilthMcNasty wrote:
Are the people who are complaining about things to do referring to raiding or outside activities?
Theonehio wrote:
General activities, which is why they'll be the first to complain about Lords of Verminion after all is said and done and the fact the Afro hairstyle requires grinding Chocobo Racing and triple triad tournaments (which wouldn't have died off if it truly was a great system.)

If people are complaining that there isn't enough to do outside of raiding then Thayos suggestion of removing a part of raiding seems counter-intuitive. I also find it odd that


Hyrist wrote:
If we could stop presuming upon people's reasonings and actually listen to the various reasonings that have been provided over the last two years, that'd be a good start to making headway with the discussion.

It's not presumption when the feedback is there. Official forum posts, player blogs and even as far as tweets and youtube rants about this topic have been around for quite a while. All the evidence to support people having an issue with other players receiving rewards that (by definition of progression) should be reserved for those who earned them by... progressing.

Hell, there were even people here on ZAM forums calling Abyssea a loot pinata. It wasn't any different on the official forums when the launched and in other places that were active at that time. SE set the expectation that the level cap would never change and that gear you spent weeks, months and sometimes years earning would remain viable. People were a bit annoyed when that didn't hold true. By making the decision to develop raids in a progression style, they have also set the expectation in FFXIV.

I don't disagree that progression has it's flaws, but they aren't made any less apparent when you remove progression for only part of the player base.

Edited, Sep 26th 2015 1:43pm by FilthMcNasty
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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.
#135 Sep 26 2015 at 7:29 AM Rating: Default
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I don't disagree that progression has it's flaws, but they aren't made any less apparent when you remove progression for only part of the player base.


Take that right there and spin it on its head.

If you remove progression development from Hardcore raiding, you are, in fact, not removing it from hardcore raiders.

If you place progression raiding in hardcore raiding, you are, in fact, removing it from your casual base, as if there's a bouncer sitting at the entrance to the loot pool saying "Sorry, you must be this obsessed in order to get in."

The claim you make here makes no sense. You're not taking progression away from a base of players by removing it from niche content. You're putting the bar for progression lower so that niche rewards don't feel like treating other players as second-class subscribers.
#136 Sep 26 2015 at 12:20 PM Rating: Good
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Hyrist wrote:
Quote:
I don't disagree that progression has it's flaws, but they aren't made any less apparent when you remove progression for only part of the player base.


Take that right there and spin it on its head.

If you remove progression development from Hardcore raiding, you are, in fact, not removing it from hardcore raiders.

If you remove progression then you are essentially removing gear scaling and the ability to increase your player power. There would be no hardcore raider because there would be no hardmode content to push. WIthout progression, item level becomes static and you don't have access to the higher level gear you would need to defeat hardmode content anyway.

It's not as simple as 'make all level capped gear ilvl x because player power is tuned to gear scaling. It's baked in Hyrist. What you are suggesting here isn't out of the realm of possibility, but that realm would have to be reborn yet again. That would be another complete overhaul of mechanics and it's pretty clear that with the cry for more content, Yoshi and his crew already have their hands quite full.

Hyrist wrote:
The claim you make here makes no sense. You're not taking progression away from a base of players by removing it from niche content. You're putting the bar for progression lower so that niche rewards don't feel like treating other players as second-class subscribers.

Do you understand that what you are suggesting here is an option that allows neither casual nor hardcore players the option to participate? The sad thing is, I think you're trying to portray players who choose not to exercise their option to participate and earn the reward like everyone else as 'second-class'.

I get that people might not have the time to commit to raiding, but people already know going into an MMO that restricted time translates to restricted access. In my early MMO days I didn't have restricted time so I could do things like spend 6-8 hours a day playing a few times a week and I had a blast. I can't do that anymore, but there is no way in hell I can rationalize trying to take that opportunity away from someone else simply because I want a piece of gear I don't need. That's way too selfish and I'm not that kind of scumbag.
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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.
#137 Sep 26 2015 at 12:32 PM Rating: Excellent
What I'm (very casually, for the sake of conversation) asking is:

If only 5 percent of your playerbase is interested in hardcore raiding, while meanwhile the other 95 percent just want fun, challenging content -- and if everyone wants progression -- then why gate the progression where it's only accessible for that 5 percent?

The knee-jerk response is "the hardcore players should get the best gear first."

But why?

This isn't a hardcore game. I'm pretty sure all of us agree on that; even Hio said she'd probably only play FFXIV long enough until a real (and good) hardcore game comes out.

If this isn't a hardcore game, then why the insistence on making the best loot only accessible to the most hardcore players?

I feel this is one of those legacy thought processes, kind of like how some people who buy new cars still think they need to change their oil every 3,000 miles, when really you can now drive like 7k miles between oil changes thanks to advancements in engines and synthetic blends. To some degree, I think game developers and "elder gamers" are still a bit stuck in the old-school MMO era, when getting the best gear meant grinding away like you're at a second job.

But that's not how games are built anymore... and that's not how most gamers want to play, either.

So... maybe it's time to just say goodbye to hardcore raiding -- at least in this game?
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#138 Sep 26 2015 at 12:50 PM Rating: Decent
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Thayos wrote:
What I'm (very casually, for the sake of conversation) asking is:

If only 5 percent of your playerbase is interested in hardcore raiding, while meanwhile the other 95 percent just want fun, challenging content -- and if everyone wants progression -- then why gate the progression where it's only accessible for that 5 percent?


This depends on the size of the playerbase which we'll never actually know even with 3rd party database parsing. This is why Alexander numbers are a false representation because Alexander Savage isn't a normal raid, it's literally the hardest version of a content that should have come as a normal "hard" raid to begin with. Story Mode is the extreme left while savage is extreme right..whereas Coil was always "in the middle" - people just had to put in the time and effort to learn it. Needless to say, casual players (not all) simply refused to play it. You don't need a static, you just need people who are willing to actually learn it.

"Oh wiped once I'm out peace."

^ majority of the playerbase. This is why statics tend to be better because it's usually like minded people and usually people with skill to do it. Coil had heavy usage because it was the actual end-game content. Savage Coil got nil usage because it omitted rewards for a title. A title. A title does nothing in XIV. Hell even in XI certain titles granted you access to content and easter eggs like enemies casting regen on you. However the "keep everyone equal" is why things are kind of weird when it comes to XIV's terrible setup.

Quote:
The knee-jerk response is "the hardcore players should get the best gear first."

But why?


This has been true in every MMO to date, including the one Yoshi used as "inspiration." Why should people get the best gear handed to them for doing..basically effortless work? Soloing an A rank monster..get Ilvl200-210 gear compared to having to work together, cooridnate and maximize your job even ignoring rotations, just knowing how to play? Why should the casual players get the best gear or even equivillent? Every MMO has a raid component and coil wasn't even hardcore, just people refusing to, as even yoshi say, "git gud."

Quote:
I feel this is one of those legacy thought processes


Not necessarily, it's an MMO thought process - Every MMO worth it salt that is running as of now, has a "hardcore raid" component or they actually design their content to scale properly, e.g PSO2/GW2/XI's newer content - If they make the raid where there's versions (tiers) it'd be fine for example:

Alexander Story - No gear (you just wanted the story, remember?)
Alexander Normal - General gear, weekly lock of course (drops i190)
Alexander Hard - The basic Raid version of the content they normally release (drops i210 and upgrade materials)
Alexander Savage - the OPTIONAL version they previously did for Second Coil, drops no gear but a title (original optional version) but here, it could drop augmented versions of the 210.

Problem solved. This isn't a "hardcore game" but the fact more and more people, even outside of raiders, have been saying they've been getting bored and tired of the formula, it's not to say "they should go away or find a new game"..fix the problems because as people love to say: "it may be a problem to you but not to someone else", yeah if you barely play the game..it's fine. But realistically....

If you care about your character's progression in any fashion, you play the game more than enough to even come to care about where you stand progressively. People who play barely an hour a day can't do any actual content because learning alone can take awhile and sadly, if it's old content people expect to clear it because heh, I for one would not enjoy wiping to Shiva Ex for the next hour when it's old enough content even at 50 these days you already outgear it. Then you're getting rid of a progression pattern by saying "well only a small percentage uses it so..just ignore it." Nothing is inaccessible to anyone unless:

A. The game systematically chose you to prevent you from EVER touching the content.
B. You simply refuse to learn harder content.
C. You have no time but still want to get good rewards.

If this was any other MMO, people were more understanding because the game was designed to better suit your playstyle..XIV is very either/or.

Quote:
So... maybe it's time to just say goodbye to hardcore raiding -- at least in this game?


It's not even hardcore - but just a large portion of community that only care to play dress up and earn mounts, which is fine..but the game won't sustain itself especially if 2 years later they're simply doing the same format with LESS content.
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#139 Sep 26 2015 at 1:27 PM Rating: Excellent
Hio, I think the problem is you and I view this game (and the meaning of "hardcore") from very different perspectives. But I'll go through some of your responses so you can see what I mean.

Quote:
Story Mode is the extreme left while savage is extreme right..whereas Coil was always "in the middle" - people just had to put in the time and effort to learn it. Needless to say, casual players (not all) simply refused to play it. You don't need a static, you just need people who are willing to actually learn it.

"Oh wiped once I'm out peace."

^ majority of the playerbase.


This is exactly why I think it's wrong to say Coil was "in the middle." For all of 2.0, Coil was the hardcore content, and there's a good reason why so few players ever completed it. You're right in that the difficulty wasn't the issue... the playerbase was. Again, that's exactly my point. People don't find this kind of hardcore raid grind fun, and they don't want to spend hours per night trying to learn each stage. For many, like myself, they couldn't even do the content if they wanted -- it's just too tedious and time-consuming, and trying to mesh schedules with seven other people (who usually aren't reliable) is just not fun, not fun, not fun... and a horrible waste of time. Coil is just as hardcore as Savage is now. Yeah, it was easier... but it appealed to the same folks with the same open schedules and the same appetite for punishment. And that's not many people.

Quote:
This has been true in every MMO to date, including the one Yoshi used as "inspiration." Why should people get the best gear handed to them for doing..basically effortless work? Soloing an A rank monster..get Ilvl200-210 gear compared to having to work together, cooridnate and maximize your job even ignoring rotations, just knowing how to play? Why should the casual players get the best gear or even equivillent? Every MMO has a raid component and coil wasn't even hardcore, just people refusing to, as even yoshi say, "git gud."


Nowhere did I propose giving out the best gear for killing A-ranks. What I'm suggesting is doing away with hardcore raiding and replacing it with something else that doesn't require as much effort. That's night-and-day different than saying "give everything away for free."

Quote:
Not necessarily, it's an MMO thought process - Every MMO worth it salt that is running as of now, has a "hardcore raid" component or they actually design their content to scale properly, e.g PSO2/GW2/XI's newer content - If they make the raid where there's versions (tiers) it'd be fine for example:


MMO thought process, automotive thought process, etc... my point exactly. Thought processes that don't evolve become obsolete.

Quote:
Problem solved. This isn't a "hardcore game" but the fact more and more people, even outside of raiders, have been saying they've been getting bored and tired of the formula, it's not to say "they should go away or find a new game"..fix the problems because as people love to say: "it may be a problem to you but not to someone else", yeah if you barely play the game..it's fine. But realistically....


People are getting bored with the formula, but they don't want more hardcore raids that they either don't have time to do or won't have fun doing. Making inaccessible content won't solve the problem. Fully focusing on content that the bulk of the game's playerbase would love would be much more efficient, yes?

Quote:
It's not even hardcore - but just a large portion of community that only care to play dress up and earn mounts, which is fine..but the game won't sustain itself especially if 2 years later they're simply doing the same format with LESS content.


You are massively underestimating casual players. They want to be challenged, just not stupidly so. It's a video game.

Edited, Sep 26th 2015 12:28pm by Thayos
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#140 Sep 26 2015 at 4:24 PM Rating: Good
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That's the weird part - There's challenges in the game already that's easily accessible. Coil, Ex primals and even Savage Alexander is no different from other content other than you can actually be punished in the content, whereas in other content, you can skirt by and still be handsomely rewarded. So I'm not sure if Casual players actually want to be challenged...more so they're finally realizing how **** easy the "other" content actually is.

XIV in particular is just a giant song and dance..learn it and know your job you clear the content - boom, you're not classified as a 'raider.' We definitely do have different definitions of hardcore raiding, especially since nothing really in XIV is hardcore aside Savage content, which normally is the more "hardcore" because it's the content that isn't tuned for normal play, as per yoshi's words. I say coil is in the middle because it was content that challenged you but wasn't impossible to do. The only reason people "static" is because when you find a good group of people to play with, you want to keep playing with them - hence why people play with LS/FC members. The only hard part about coil was our overall gear wasn't great - we were largely transitioning from 1.23 and newer players still leveling/learning the game otherwise anyone could get into it and do it.

Quote:
Nowhere did I propose giving out the best gear for killing A-ranks. What I'm suggesting is doing away with hardcore raiding and replacing it with something else that doesn't require as much effort. That's night-and-day different than saying "give everything away for free."


Speaking in context of this game - It's essentially the same. Yoshida already confirmed the difficulty of Exploratory Voyages is akin to A rank/potentially some S rank, meaning you indeed are going to be rewarded better rewards for less effort. Why do away with a progression path at all? If the census is correct they should do away with even "story mode" type concept because if the playerbase is over 300k, a small percentage even cared for it as well. If the playerbase is hovering 300-500k then it makes sense to get rid of 'hardcore raiding' - It's really not even hardcore..you just have to know how to play the game and how to actually apply yourself to learning content. That's why I said, the better solution, properly design the raids in tiers like every other MMO and the progession path will be of your choosing.

Also:

Quote:
Coil is just as hardcore as Savage is now. Yeah, it was easier... but it appealed to the same folks with the same open schedules and the same appetite for punishment. And that's not many people.


Because Savage Alexander is the Only other content left to do when you're done with the easier content. It appeals to people who likes raids...except SA doesn't appeal to all, as been explained countless times - Most raiders DO NOT like Savage Alexander from a design standpoint and all agree Coil was set up far, far better. This comes down to, no doubt, the introduce of "Story mode". People wanted to experience the story..so they gave us that version then slapped in the untuned version that's barely passable for the actual 'end game raid'. If it was designed like Coil..it would be fine. But those who haven't set foot in Savage Alexander or dealt with progression in this game will never, ever understand the sentiment.

Edited, Sep 26th 2015 3:28pm by Theonehio
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#141 Sep 26 2015 at 5:08 PM Rating: Excellent
I know the raiders wanted to use the story as their motivation to continue going, but the story in Alexander was so lackluster I'd be disappointed if I was a raider doing Savage and that was what I got.

I'm fine with raiders getting exclusive, raid only content. Buttwings were a huge status symbol when FCOB came out. Still are, really. I'm totally cool with the exclusive mounts, rare titles, and unique gear for glamours (even if the iLvl will get replaced in a few years.)

But it was disheartening for me as a casual who didn't have the schedule or energy to run a regular weekly static to be locked out of the story, which is the main advantage of a Final Fantasy game. That's why our FC is now slogging through Second Coil; we can handle it as casual content we can run on a Sunday afternoon. When it first came out as progression content, there was no way we could have done it.
#142 Sep 26 2015 at 6:02 PM Rating: Decent
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Expand on that:

Savage Alexander is the same exact story...but the fact the book the au'ra demon was looking for actually exists there. It's one thing to make a story version then a 'raid version'....but like, they coulda gave extra/different story. You don't even get the "zone intro" in Savage, you're plopped right in front of the encounter so even that feels lazily done in a sense you know? No tower climb, while pointless, in Alex 3 but it at least gave it a feel that it was an actual area.

There's honestly no reason to do Savage aside the fact you want challenging content to do. Coil always felt like it was exactly how I pictured a FF story going - you had the easy bits, the fetch bits and the pointless filler which was the Main Story. Then you have the final confrontation areas, which would be Coil as it also finishes up 1.x's storyline. It felt rewarding to beat Turn 5 only to learn it's just the beginning. It felt rewarding to beat Turn 9 only to realize that some things are actually a bit different than we "remembered"...it felt extremely satisfiying after all the Ak Morhn rape to see the true ending to 1.23.

Beating Alex Savage 1? Meh. Savage 2? Meh. Savage 3? Felt good. Savage 4? Felt like a waste of time. Like...we already got the storyline 2 weeks before the savage released..what was the point of savage? I think a big misconception I seen in general though were on some forums people feel SE throws the casual players a bone..when it's vice versa lol. Alliance content was perfect for being a challenging raid - needing 24 people? endless possibilities. Multiple paths? No problem, Team A one, B another and C the other path. (similar to in FFV you had to scale two towers simultaneously) but instead...yeah.

That's why I said if they simply do proper tiers of the content...all would be well. If you just want the story..do the story mode which is required before even touching the harder anyway. Want the epic loot and a challenge? Do the harder modes. Savage started as optional content that was requested because people were curious how the raid was before they adjusted it. Now it's required if you like raiding at all..and sadly, no one even liked Savage to begin with (whether you could beat it or not..it's a waste of time from a design standpoint.)

Edited, Sep 26th 2015 5:04pm by Theonehio
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#143 Sep 26 2015 at 9:18 PM Rating: Excellent
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Thayos wrote:
What I'm (very casually, for the sake of conversation) asking is:

If only 5 percent of your playerbase is interested in hardcore raiding, while meanwhile the other 95 percent just want fun, challenging content -- and if everyone wants progression -- then why gate the progression where it's only accessible for that 5 percent?

Gating is baked into progression. Not sure why people don't understand that when you remove harder difficulty, you remove progression. Not that it isn't an accomplishment to defeat normal content, but if there is nowhere to go when you're done with that than it isn't progression.

Thayos wrote:
I feel this is one of those legacy thought processes, kind of like how some people who buy new cars still think they need to change their oil every 3,000 miles, when really you can now drive like 7k miles between oil changes thanks to advancements in engines and synthetic blends. To some degree, I think game developers and "elder gamers" are still a bit stuck in the old-school MMO era, when getting the best gear meant grinding away like you're at a second job.

This argument translated to real world equates to someone who can only work part time wanting to afford the same lifestyle as someone who puts in 70 hours a week. When I transpose the question you're putting forth here Thayos, I get "It's not fair that I can't drive a Benz simply because I can only work 20 hours a week". I can't really sympathize. I know single moms who would love to drive a Benz, but they instead have to raise their children. No one judges them for taking care of other responsibilities.

If you aren't actually trying to access endgame content, then you're unlikely to run into anyone looking at your gear with a magnifying lens anyway. It also doesn't make sense that you would say that you want challenging content when obtaining the best gear would remove the challenge from all of the activities you participate in. I still don't see why you would cut out a part of the game that provides entertainment to players(no matter how small the minority) simply because YOU don't have time to participate. What makes even less sense is that it's because you don't have access to a specific tier of gear; gear that would also go the way of the dodo should you remove the content that rewards it... mind is blown.

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#144 Sep 26 2015 at 11:08 PM Rating: Excellent
If you're driving to see the Grand Canyon, it doesn't matter if you're in a Benz or a Honda Accord. The view will still be the same no matter what vehicle you're in.

That's what story mode was supposed to be. The view, without any of the other perks. I actually would have been fine having no gear in Story mode at all, but SE tuned Savage so hard that you needed Story gear to beat Savage. That was an unfortunate decision.
#145 Sep 27 2015 at 9:40 AM Rating: Good
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I'm really just disinterested in the counter-argumetns on this aspect.

Removing rewards from Story will give story the same problem as Savage through opposite means: No one will want to do it ,because they got the story and they're done. That's as dumb as making Savage as bad as it is. Rewards keep content populated. Period. Alexander normal is non-challenge content and should be part of gear progression. It's part of the 'preperation' phase. Challenge content like Savage should be part of the "Accomplishment" phase. Rewarding end-accomplishment with more progression pieces is redundant and hampster wheel - especially considering that those rewars are irrelevant to the progression of the next stage. We won't need 210 to clear 3.2 content when it comes out, we'll need 230. Savage Gear does nothing to prepare you that easier gear does not. This includes the next set of Savage.

Shouldn't there be rewards in Savage Content that lasts? That's why I propose rewards outside of progression for Savage content.

Those who enjoy their playstyle will defend it. We know this. But those who enjoy it don't often realize just how few others do. That's why I propose alternatives. I don't need justifications why people 'like the way it is' we know how many people like it compared the the majority, and those numbers are slanted towards change.

I've gone through several other models in my head when it came to alternatives to the current endgame, yes, including breaking apart the difficulty rating to smaller components, and no, that would not solve the problem because it ignores the premise that the problem is content is not being populated. That's a two pronged approach (rewards, and difficulty). If the difficulty is tuned too high, then no matter of rewards will matter, which is what we have with Savage. People think that adding more honey to the trap will solve this, I highly disagree - in fact I think all you'll do is serve to frustrate players more.

When you gate things behind the difficulty, the player feels forced. That breeds animosity. Sure, you get more to maintain at the start, but the losses are more permanent when they are lost. You maintain a certain level of ease. Sure, some people will remain finicky with their subscriptions, but if you design the encounters to be engaging, rather than just difficult, then you will get those players back each time you release new content.

That's where the rewards component comes in:
In a vertical progression game, rewards relate to progression are pointless to a player who can just unsubscribe until the next item patch. So trying to honey-trap content with progression materials has a strong expatriation date to it.

But locking story behind obscene basically derives a fundamental player right - and does not work anyways because information bleeds out. Soon as someone clears and records it - people are going to know the story and not do the content anyways. Locking story behind difficult content does not work in today's model.

This is why I lean towards aesthetic rewards - ones that tie to the character themselves, or their place of home, or rewards themselves and their friends. These types of rewards are both timeless, keeping the content relevant to anyone who wants to obtain these treasures without having to worry about inventory bloat, and enticing, because people like rewards that have a clear impact in what they are doing, even if that impact is strictly visual.

The rewards should be the reason for someone to keep coming back. The difficulty should be tuned so that the majority of the players can enjoy it. The 'difference' should be in how players execute - rating player performance rather than a hard pass/fail system. Think on how Devil May Cry works and other such games with a score raiting. You can make fights challenging, but not punishing, by making it difficult to execute perfectly. The element of failure can be there for making repeated, large, or compound mistakes. But the ultimate result is trying to go for best score. Then being rewarded accordingly.

This would mean wide appeal, accessible content, desire to master content, and distinction for those who achieve that mastery - and scaling rewards for these factors: All the components people want in an MMO - and interestingly enough, found in an Arcade.

So in brief:

Cutting off Gear Progression at High Difficulty - Challenges the Developers to design a skill-based endgame that is easy to play but difficult to master, breeding competition through protection and greater rewards for better performances without developing a strict pass/fail system that shoves players away. Additionally, cutting it of at that point allows for the system below to actually be balanced.

Repeatable Gameplay through positive reinforcement - Scoring Card with non-identical combat Elements with a gradual rewarding system (Currency + possibly unlocking tiers of rewards at certain performance point thresholds) This will entice players to play better, and play more. Getting excited at improving their score rather than being bored that they're repeating content for a grind. Sure, cleaning the fight may be 'easy' but getting to that S rank clear will not.

Reward Systems:

Progression Rewards - A simple scapegoat and the go-to for most MMOs. Ultimately pointless in a vertical progression.

Story Rewards - A major no no as story components are information and information can be bypassed by a number of means. Also considered a 'right' by many casual players and could directly influence subscription numbers.

Aesthetic Gear Rewards - Possible, but subject to inventory bloating issues and already done at low-difficulty pieces of content - this is why current pieces in Alexander are not as attractive.

Housing Furniture - Possible, but again, suffering from inventory bloat and housing limitations.
FC Buffs - Unique buffs paid for by currency earned in raid will entice repeated run of raid for current content. Buffs can vary for content. Will encourage more FC memberships across the board.

Player-centrist (not gear centrist) Aesthetic Changes - Hairstyles, Unique Partial Effects, unique animations - these could all be highly attractive incentives that could be rewarded on a scale depending on their visual impact. (Low ranks get a change to a basic skill, high ranks make strong effects like Limit Breaks be completely different, etc.) This could be the new bread and butter attraction for Raiding, sprinkled in with other normal items like mounts, furniture, armor, and buffs.

I'm not interested in debating semantics or reasoning to defend portions of the status quo. I tend to make those same arguments with myself when brainstorming up ideas such as this or making stances like I do. I didn't even want to make a post like this, honestly, and only felt compelled to out of a sense of not wanting to disrespect the counterpoints.

I'm more or less done with the discussion as I don't want to fall into circular arguing. This is just my best honest idea on how to solve the Raid problem, and really, the problem with making difficult content in a casual-dominant player base. That's all.

As far as what happens with FFXIV. Debate all you like. SE will be making those decisions, not us. I don't agree with the base premise thus far (And have explained my premise) but I do like the steps they are taking. They just need to refine things a bit to widen the appeal.


Edited, Sep 27th 2015 11:45am by Hyrist
#146 Sep 28 2015 at 11:53 AM Rating: Decent
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Hyrist wrote:

The rewards should be the reason for someone to keep coming back. The difficulty should be tuned so that the majority of the players can enjoy it. The 'difference' should be in how players execute - rating player performance rather than a hard pass/fail system. Think on how Devil May Cry works and other such games with a score raiting. You can make fights challenging, but not punishing, by making it difficult to execute perfectly. The element of failure can be there for making repeated, large, or compound mistakes. But the ultimate result is trying to go for best score. Then being rewarded accordingly.

This would mean wide appeal, accessible content, desire to master content, and distinction for those who achieve that mastery - and scaling rewards for these factors: All the components people want in an MMO - and interestingly enough, found in an Arcade.

So in brief:

Cutting off Gear Progression at High Difficulty - Challenges the Developers to design a skill-based endgame that is easy to play but difficult to master, breeding competition through protection and greater rewards for better performances without developing a strict pass/fail system that shoves players away. Additionally, cutting it of at that point allows for the system below to actually be balanced.

Repeatable Gameplay through positive reinforcement - Scoring Card with non-identical combat Elements with a gradual rewarding system (Currency + possibly unlocking tiers of rewards at certain performance point thresholds) This will entice players to play better, and play more. Getting excited at improving their score rather than being bored that they're repeating content for a grind. Sure, cleaning the fight may be 'easy' but getting to that S rank clear will not.

I suggested a skill based reward system many moons ago around the original release. Playing PGR made me relish how the game rewards you not only for beating content but doing so with style or skill. Such a system would be great in an mmo space in my opinion. But I doubt SE is going to revise how the game works at this point.

I liked your whole post Hyrist.
#147 Sep 29 2015 at 1:57 PM Rating: Good
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Thayos wrote:
What I'm (very casually, for the sake of conversation) asking is:

If only 5 percent of your playerbase is interested in hardcore raiding, while meanwhile the other 95 percent just want fun, challenging content -- and if everyone wants progression -- then why gate the progression where it's only accessible for that 5 percent?

The knee-jerk response is "the hardcore players should get the best gear first."

But why?

This isn't a hardcore game. I'm pretty sure all of us agree on that; even Hio said she'd probably only play FFXIV long enough until a real (and good) hardcore game comes out.

If this isn't a hardcore game, then why the insistence on making the best loot only accessible to the most hardcore players?

I feel this is one of those legacy thought processes, kind of like how some people who buy new cars still think they need to change their oil every 3,000 miles, when really you can now drive like 7k miles between oil changes thanks to advancements in engines and synthetic blends. To some degree, I think game developers and "elder gamers" are still a bit stuck in the old-school MMO era, when getting the best gear meant grinding away like you're at a second job.

But that's not how games are built anymore... and that's not how most gamers want to play, either.

So... maybe it's time to just say goodbye to hardcore raiding -- at least in this game?


wish i could rate this even higher
hear, hear.
#148 Sep 29 2015 at 2:45 PM Rating: Decent
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Quote:
When you gate things behind the difficulty, the player feels forced. That breeds animosity. Sure, you get more to maintain at the start, but the losses are more permanent when they are lost. You maintain a certain level of ease. Sure, some people will remain finicky with their subscriptions, but if you design the encounters to be engaging, rather than just difficult, then you will get those players back each time you release new content.


Well yeah. It's called incentive. When you hand out everything, people get bored even quicker - It's a two way street. Every single MMO and RPG known to man gates things behind trials or difficult challenges, thus you feel rewarded and accomplished - however what seems to be argued is you'll feel accomplished by stepping on a roach and get just as rewarded and the same sense of accomplishment.

Quote:
In a vertical progression game, rewards relate to progression are pointless to a player who can just unsubscribe until the next item patch. So trying to honey-trap content with progression materials has a strong expatriation date to it.


More accurately, in a terribly designed vertical progression system theres strong expiration dates - you can have vertical progression in a way that even if things expire it doesn't feel it went COMPLETELY to waste because the game pushes you through to the next challenge and good rewards (read: every properly done vertical progression MMO ever.) Even Xi's new vertical progression method does it properly. By time the next set of content comes out, you know immediately your baseline will be the current ilvl119 gear you have will be enough for the new content so when you go after that i121 gear, you know it'll challenge you but it'll reward you aptly.

In XIV, the vertical progression is more of a hard reset while the rewards to properly get through the content comes from said content. That is the problem with Yoshi's decision, not the system. The system is fine, but as said, the introduction of the storymode version is what threw things out of whack because Heavensward was already a massive progress reset in itself.

Quote:
The rewards should be the reason for someone to keep coming back. The difficulty should be tuned so that the majority of the players can enjoy it.


Here's the problem: That's the case now. But you have people that simply can't do it because of their skill level (I'm sorry to say, you can't pussyfoot over this) or they don't/can't put in the time. The reason people did coil: Story and gear. The reason people did savage coil: Titles/curiosity because of knowing that coil was REDUCED in difficulty makes you curious about how it was originally designed. People did alexander savage because its the only raid progression content of heavensward so far - terribly designed..no one likes it. If there were more raid progression content other than Savage Alexander, I promise you no one would touch Savage Alexander, ever. All in all:

If you don't raid, don't care for raiding, you will never understand that side of the playerbase and why people dislike Alexander Savage and preferred coil. Even if you don't raid completely, like catwho said basically, you understand the basic reasoning as to why people find it was poorly designed..but to flatout just..brush it aside like it shouldn't exist? That's definitely bias.

Quote:
Reward Systems:


So..like every other MMO, even as I stated. They simply need to move towards a proper tiered system, that even XI employs now.

It's only going in a circle because it's pretty much come down to:

"I don't raid so I don't understand the current environment..but you're wrong because (...) and since this is a casual game, the proper way to do this is to completely get rid of that path entirely because a small percentage actually uses the content because (....)"

"I raid so I know the environment and what a lot of people actually feel about it that also raid because (....) and the fact what would normally be deemed optional (Savage) is now mandatory if you want to raid and A LOT of people who does the content find that poorly designed so why not design raid content in x way..."

"Well, Raiding has no place in MMOs anymore, get rid of it."

So yeah it's endless. If you don't raid, that's cool, it just comes down to never understanding it. You can look at it from a casual point of view and offer suggestions based on YOUR personal playstyle..but unless you do it, you will never truthfully understand how handing out top gear that you don't need completely invalidates the need to even want challenging content. You can't create "casual challenging content" because that's...kind of an odd thing to consider it. it's challenging or not. You then have people who can master the content easy because it's tuned for people who struggle with easy content or never wanted to do hard content. What does your, for a lack of better phrasing, more skilled players have to do when they absolutely demolish the easy content? Simply say: "Being able to master content means this MMO isn't for you, find something else to play"?

It's like telling people who can speed run games to not touch the games because they're too good at it. As I said, it simply comes down to them needing to design the content better first before branching it out further. They did it with DQX..they did it with XI..every other MMO even korean mass produced MMOs does it. With XIV I have no clue what they're thinking. It's fine that the game is casually focused, but MMOs attract anyone and if it's "Final Fantasy" you're definitely not going to simply attract just people who like to scrape by on coattails - there's a reason most FF games, originally or in a re-release adds side superbosses and adjusts certain aspects because there's people who want a challenge. Like I said before:

If you don't raid..that's cool, you don't need high end gear, your character is getting stronger to step on cockroaches when you can already destroy the roach population by the gear handed to you, e.g tome gear. You want 210 so it can be dyed? That's yoshi's decision to make upgrading it to be dyable an incentive -- you request to have the "easily obtained" versions dyable from the get go. I mean, they already had the basic idea going since..what..2.3? Get the regular gear..get an augmented version that can be crafted. It was perfect. But people complained about that.

Not all people mind you...the people who don't want to put in the time and effort. All you had to do was level your crafts and run dungeons but even that was too much for some apparently. So yeah, I actually classify as a Casual player (OMG THE SHOCK!) but I can put in the time and effort and do the raids as well..so like...it's nice it's designed for casual play, but at the same time I wonder what people mean by casual..because my FC is full of casual people who still did coil, ex primals and even tried out savage alexander (and completed floor 1 on their 2-5th try.)

I mean...let's be honest: It doesn't matter what gear you have if you don't raid..but as even you said: "The gear should be what keeps people coming back", that's one reasoning people like raiding, but why should the top gear be offered in easy content? Even on the official forums:

http://forum.square-enix.com/ffxiv/threads/264391-Raider-to-Non-Raider-an-exhibition-on-thoughts-and-misconceptions

And as per usual: Some from the casual playerbase still try to say "it's the hardcore raiders who are bad/don't belong/get everything blah blah"

This is why this topic will always be a weird one when it comes to XIV - Every single SE MMO had a proper raid component, except for this one..all because they messed up Alexander in order to introduce the 'Story Mode'. I personally don't care what gear people have...but people want raids to be taken out of the game so they can easily access the better gear....so they can step harder on cockrocaches, I guess?

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#149 Sep 29 2015 at 3:06 PM Rating: Excellent
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So yeah it's endless. If you don't raid, that's cool, it just comes down to never understanding it. You can look at it from a casual point of view and offer suggestions based on YOUR personal playstyle..but unless you do it, you will never truthfully understand how handing out top gear that you don't need completely invalidates the need to even want challenging content. You can't create "casual challenging content" because that's...kind of an odd thing to consider it. it's challenging or not.


I'm sure several of us, myself included, do understand what it's like. I was totally hardcore in XI, but that was literally around seven or eight years ago when I was at my "peak" and now I'm more casual. I got all the hardcore out of my system, and when I gave it a shot last year, I realized I was beyond wasting so much time for so little progress. But, yes, I do understand what it's like to be hardcore, and why hardcore players should get the best gear for doing the most challenging things.

But that's why I'm saying just get rid of the top hardcore raids. Very few people do them anyway, so they don't really add much value to this game.

Instead, create more engaging, challenging casual content -- and yes, that CAN be done. Alexander story mode was challenging when it first came out, and the extreme primals are also challenging when people first jump into them. Yeah, they aren't challenging forever... but nothing in this game is, which is why the party finder ultimately fills up with groups for "FARMING ONLY, MUST ALREADY HAVE A WIN!" If everything were easy, then there would be no need for that, because everyone would just win all the time.

Content that can't be beat without joining a static that can practice three nights per week isn't "difficult," it's "ridiculous." At least, it is in FFXIV, which is clearly not a game where that kind of content will ever shine.

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#150 Sep 29 2015 at 4:20 PM Rating: Good
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Theonehio wrote:

Not all people mind you...the people who don't want to put in the time and effort. All you had to do was level your crafts and run dungeons but even that was too much for some apparently. So yeah, I actually classify as a Casual player (OMG THE SHOCK!) but I can put in the time and effort and do the raids as well..so like...it's nice it's designed for casual play, but at the same time I wonder what people mean by casual..because my FC is full of casual people who still did coil, ex primals and even tried out savage alexander (and completed floor 1 on their 2-5th try.)

People get these all mixed up.

Casual/Midcore/Hardcore is how you consume games in terms of time and complexity with complexity as a variant based off preference, time is the major definer.

(1) Hardcore arranges their schedules around their gaming.(like most complex systems in longest sessions)
(2) Mid-core arranges their gaming around their daily schedule.(Like more complex systems in shorter sessions than hardcore)
(3) Casual entertains self with games when time presents itself.(Usually enjoy simpler systems in very short game sessions)

You can be skilled/unskilled and not be in a clique or be an jerk.
You can be skilled/unskilled and be in a clique and not be a jerk.
You can be skilled/unskilled and be a casual player.
You can be skilled/unskilled and be a mid-core player.
You can be skilled/unskilled and be a hard-core player.

If you are possibly highly skilled, possibly in a clique, possibly a jerk, possibly quick to lose temper, possibly in the most skilled endgame shells, most often frequently do hardest content, usually take your gaming sessions very seriously, you might be the correct word which is elite.

I consider myself a hardcore gamer in general when home. I game most of the time when I am home which is a nights and all day on weekends if I am home. I am in no way what I consider an elite player or super twitch boy. As a matter of fact, I get my as$ handed to me on Call of Duty or Mortal Kombat. I enjoy games with deep systems that require more on the thought side than reflex, especially since I suck with fast reflex games now. I love rich, deep rewarding worlds that remain relevant for long time spans.

I like how XIV made things viable in shorter sessions, but dislike some of the things that came along with that. I like both SE FF mmos. One keeps me busy and rewards me constantly. The other didn't keep me busy between content and didn't reward me constantly but I appreciated the game more and it held my attention longer.XIV is more difficult than XI for me personally because that jump rope requires the flexies, but I think XI is a deeper game.

Edited, Sep 29th 2015 7:25pm by sandpark

Edited, Sep 29th 2015 7:38pm by sandpark
#151 Sep 29 2015 at 5:41 PM Rating: Good
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Thayos wrote:
Content that can't be beat without joining a static that can practice three nights per week isn't "difficult," it's "ridiculous." At least, it is in FFXIV, which is clearly not a game where that kind of content will ever shine.


If it weren't difficult, it wouldn't require that time and effort spent hammering out strategies and making attempts. For a lot of people that is part of the draw to difficult content. There's no disrespect meant, but the words 'casual' and 'difficult' don't really have any place together.

There is a reason players ask for other experienced players to join their 'farm' groups. Most casual players aren't prepared for challenging content. If you go into challenging content with players who aren't geared and experienced, it ends up becoming a wipefest. Not all that much different from the wipefest that is hardcore raiding. You may consider yourself a skilled casual, but that isn't representative of the majority of casual players.

Most of them aren't studied on the ins and outs of their class, synergy between their class and others or formulating a group strategy. Most casual players are tuned to run mostly auto-pilot content that is more engaging for it's entertainment or story content rather than difficulty. The difficulty that you're asking for casual players already exists... it's called normal mode.

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