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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.
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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.
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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.
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?