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#127 Aug 31 2016 at 11:19 PM Rating: Excellent
Hyrist wrote:
I just summarily dismiss that opinion as antiquated, and disagree that the notion improving upon a system that is fundamentally showing heavy fatigue across the boards is preferable compared to a complete breakdown and re-assembly of said systems while integrating many of the ideas that have given rise to some of the most popular games in other genres.

One of the best ways to win in a contest of well established front-runners is to not compete on their terms, but to take the chance and strike your own way.

In this case I think FFXIV is both well poised and capable of doing so by 5.0 - if they were to dismiss the surface level assertions of a shrinking interest base and look deep at what really attracts players of all kinds.


Very well said. Couldn't agree more, especially regarding the first part.

Filth wrote:
If you were really concerned with how this game has evolved then you probably should have joined me on the boat all those years ago instead of taking up your shield in blind defense. Reap what you sow.


This makes no sense.

I enjoy most of FFXIV. I just don't think SE is smart to invest so solely and heavily on raids as the only real form of progression endgame. You and I are on boats that are floated in completely different ways.

Filth wrote:
I think that you actually realize that being critical of something is borne out of a desire to see something succeed


Of course! This is common sense. And I've been consistent on my criticisms of FFXIV (ARR and beyond) for years now. I've also been realistic with my criticism, where you have not. While I've lobbied for changes that could actually make the game better for people who enjoy it, you've been vague and all over the map regarding what you want and how it would actually benefit people who play the game.

In fact, for much of the past year you've done nothing but trash the game's playerbase while offering no real constructive, meaningful criticism at all.

Filth wrote:
I shouldn't, but I do pity you.


Huh? Why? It's a video game, dude.

And if you'd engage your noggin for more than a couple seconds, you'd know why I'd be perfectly fine if the game shut down tomorrow. That's exactly why I like this game and don't want to deal with another horizontal grind fest.


Edited, Aug 31st 2016 10:32pm by Thayos
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#128 Sep 01 2016 at 12:46 AM Rating: Decent
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Thayos wrote:
I enjoy most of FFXIV. I just don't think SE is smart to invest so solely and heavily on raids as the only real form of progression endgame.

What specifically are you talking about when you say SE should invest in other forms of progression? Vertical and Horizontal are the standards but you go on to say.:
Thayos wrote:
I like this game and don't want to deal with another horizontal grind fest.

AFAIK, raiding is what you do in vertical progression so I'm not certain what you're asking for if you clearly don't want a horizontal shift...

Edited, Sep 1st 2016 2:47am 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.
#129 Sep 01 2016 at 5:48 AM Rating: Good
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AFAIK, raiding is what you do in vertical progression

Which is the problem a number of us have been trying to emphasize. If you can't/don't want to raid, your progression potential plummets. And the whole "The hardest stuff should have the best stuff!" is part of the antiquated thinking. "Well, you don't need the gear if..." can be met with the simple fact more casual content could actually be created with higher gear demands.

So, how could things happen?
- Improved crafting.
- Sensible quest chains.
- Rewarding open world events.
- Hunts being more low-man friendly with varied spawning conditions.
- Treasure maps being less about a fight and more about legitimate exploration/discovery.

Stuff like Diadem and Deep Dungeon could technically be included, perhaps with revamps as needed, but I could also infer to stuff like personal chocobos and leveling/training retainers eventually mirroring XI's Trust system. Basically, a lot of this stuff already "exists" in some form within the game, but their ceiling is capped low because people are afraid of the RMT, someone no-lifing everything in a few days/weeks, raiders feeling pressured to "do it all" to keep competitive, and the fear that no one would actually raid if they didn't have to.

That last one is important because it'd emphasize the reality of the current paradigm. With exclusivity removed, you discover who really finds it fun and who is exercising that loaded choice about how far they'd like to grow their character.
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#130 Sep 01 2016 at 7:55 AM Rating: Default
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Thayos wrote:
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And that has nothing to do with accessibility.


Only it does.

Which is why they're keeping Normal Mode, because Yoshi recognizes that barely anyone does the hardcore version.


Incorrect:

Quote:
At this present we are confirmed to go with Normal and Savage format as the specifications for 4.0 as well. Since we have made it this far, there are many players who were happy with this setup and thanks to normal mode there are players who normally didn't get into this type of content in the Bahamut days, but interest in Savage content have since then increased, and that's the current situation we are seeing here. So we would like to remain this way. We also understand that this setup has contributed as a huge step up to a lot of the players.


In HIS OWN WORDS, the interest increased, because it means PARTICIPATION levels increased due to having a "story mode" which was further true for Midas as it is easier than Gordias. This is why I said unless you raid you will never see how things truly are. So in the guy who runs the game's own words, they're happy with the setup, hence "the formula won't change", not because "barely anyone does the hardcore version", you want to so believe that simply because the CLEAR rate is low. Everyone who doesn't sit around saying "it's too hard" "you can only static it" "there's no accessibility" are busy clearing the easier floors of it. Remember, NOT EVEN THE MAJORITY of the playerbase did the storyline prior to 3.0 and THE MAJORITY isn't even flagged for 3.4 yet, that would mean the storyline content is inaccessible too since the clear rate is low based on how accessible the content is to you, like any other content.

But like I said, playing in a culture that constantly says you need statics for even easy content like ex primals, I guess I can see why you'd believe accessibility is tied to scheduling.

Quote:
You and Hio seem to be blaming this on players rather than developers for pushing a form of endgame that most people find to be 1) a waste of time without a static and 2) not fun. And you also seem to be giving a pass to SE for not being innovative and finding better ways to create a more inclusive form of endgame.


The problem is.

1. You do not need a static, stop saying this.
2. "not fun"

You're not allowed to say this when you've literally said in many topics "what's fun for you might not be fun for others", so you can't use "fun" as a argument on what the developers should/shouldn't do.

PoTD isn't fun, so they really shouldn't waste more time with that content. I guarantee I'll get told otherwise.



Edited, Sep 1st 2016 6:59am by Theonehio
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#131 Sep 01 2016 at 8:39 AM Rating: Excellent
Hio, you aren't making sense.

My two points about why people dont raid are valid. Yup, what's fun for some isn't fun for everyone, and a large number of people don't find raiding fun. You can't argue against this.

And yes, many people don't raid because they can't do it efficiently without a static. This is also a fact. Yes, certain people such as yourself don't mind doing it inefficiently, but then we're backto to what is and isn't fun. Many players don't find rapid-fire death sessions with a bunch of Randos who aren't prepared for the battle to be fun.

If raiding were really as universally fun and as accessible as you say it is, then more people would raid and fewer would leave the game.

So why don't YOU stop telling me to stop stating the obvious. Sorry if my pinpricks are hurting your bubble.

And you are also taking extreme liberties with yoshi'S words. In another part of that interview, he specifies the raid community among JP players as having grown, and that being the reason for maintaining raids. He isn't talking about across the board. Nor does he specify how large this subgroup of players is. And looking at the low completion rates on JP servers and the game's retention issues, I promise that growth is minimal.

Nevermind that the sentence before the one you bolded implies that far more people do the normal mode. And did you really need Yoshida to tell you that?

My points stand.

Raiding is yesterday's news. The data shows it. Yoshi knows it. We both know it. Time for SE to innovate in ways described above or like I've done in the past. At least normal mode opens up the content so large numbers of people actually do it. Otherwise all those resources really would be wasted.

And regarding PoTD, that isn't endgame and has nothing to do with this convo, although now I'll be expecting a frantically written wall of text from you trying to say otherwise.

Edited, Sep 1st 2016 7:54am by Thayos

Edited, Sep 1st 2016 7:55am by Thayos
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#132 Sep 01 2016 at 11:52 AM Rating: Default
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Thayos wrote:

Nevermind that the sentence before the one you bolded implies that far more people do the normal mode.


Actually, as per the original JP text, it implies more people are gaining interest in doing the "Savage" content (as in the actual raid content) because the normal mode introduced them into "end-game" content as said:

Quote:
and thanks to normal mode there are players who normally didn't get into this type of content in the Bahamut days,


whereas the ones who didn't didn't do coil didn't have an "introduction" tier. That's why they're keeping both normal and savage even for 4.x, or else they would have actually done the "third tier."

Quote:
and a large number of people don't find raiding fun


Yet in your words you stated they should stop creating content people don't find fun. Yet there's plenty of people who find the raid content and ex primals fun even if it gets repetitive when it's the only content left to do. Which goes back to my point of PoTD, a lot of people were disappointed with it and don't find it fun at all but if you so much as say "they shouldn't waste time on it" you'll get told otherwise, as you pretty much proven.

Quote:
If raiding were really as universally fun and as accessible as you say it is, then more people would raid and fewer would leave the game.


Fewer people would leave the game if the game itself was better, don't try to say Raiding is why people quit this game. Trust me, I also play on THE MOST social NA server (Balmung) and I know plenty who left for reasons far, far away from raiding.

You read the OF and probably FB and Reddit groups too you know full well a lot of people get bored quickly with every patch being the SAME THING over and over.

Quote:
And looking at the low completion rates


Here's your problem. There's low completion rates of people completing STORYLINE quests. Something EXTREMELY ACCESSIBLE to EVERYONE. So no, there's no "liberties taken" other than you simply wanting to believe so badly raiding is the cause for this game's issues.

Quote:
Raiding is yesterday's news. The data shows it.


Per server the data show storyline completion is also "yesterday's news" - let's get rid of that too. The data isn't accurate until SE reveals HARD numbers, because unofficial parsing uses a method that doesn't count everyone.

Once a week Minion.
Once a week Mount (if it even drops.)

Who's to say the person even uses said mount or minion item? You already lose numbers and thus skewed %.

You're extremely biased against harder content, which is fine.

Edited, Sep 1st 2016 10:54am by Theonehio
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#133 Sep 01 2016 at 12:14 PM Rating: Excellent
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Yet in your words you stated they should stop creating content people don't find fun.


I never said this in the context you're implying.

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Fewer people would leave the game if the game itself was better, don't try to say Raiding is why people quit this game.


Never said that, either.

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You read the OF and probably FB and Reddit groups too you know full well a lot of people get bored quickly with every patch being the SAME THING over and over.


EXACTLY!!!!!! YES!!!! God, Hio, it's like you can't see the forest through the trees.

Quote:
You're extremely biased against harder content, which is fine.


What???

Blah, deleted the rest of my post. Hio, stop putting words in my mouth! You're being a dweeb.

I'll keep calling you out for lying or taking people out of context -- whichever term you prefer -- but I'm going to stop dignifying your posts with actual rebuttals until you start being honest. This has gone on long enough already.

Edited, Sep 1st 2016 12:20pm by Thayos

Edited, Sep 1st 2016 2:44pm by Thayos
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#134 Sep 01 2016 at 6:29 PM Rating: Decent
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Seriha wrote:
And the whole "The hardest stuff should have the best stuff!" is part of the antiquated thinking. "Well, you don't need the gear if..." can be met with the simple fact more casual content could actually be created with higher gear demands.

I don't really see how this would be considered antiquated at all. Working harder to earn more is something that's universal across more than just gaming.

Players in NA already don't PUG nearly as much as JP. Changes like you suggest here would make it much more difficult to find out if players you're inviting to your groups are vetted. How do you discern whether or not a prospective group member has any sort of tested experience? If raid tier gear is restricted to players who raid, you at least know that person was able to execute the mechanics of a given encounter.

I don't think it's a leap to say that this would push players more toward the 'must have a static' mentality since knowing the players you're grouping with is the only real guage of performance. I don't think that's your intent.
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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 01 2016 at 6:43 PM Rating: Decent
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Seriha wrote:
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AFAIK, raiding is what you do in vertical progression

Which is the problem a number of us have been trying to emphasize. If you can't/don't want to raid, your progression potential plummets. And the whole "The hardest stuff should have the best stuff!" is part of the antiquated thinking. "Well, you don't need the gear if..." can be met with the simple fact more casual content could actually be created with higher gear demands.


It doesn't even need that. Raiding right now technically doesn't need raid gear. It's an absolute misnomer due to the fact that the current raiding system relies upon moving goal posts of combat stats, relying upon relative power crep to continually push the player's performance down compared to the monster's stats. Palace of the Dead proves that such progression could be simply done in-house with a system similar to how the silver chests work. All raiding gear does is make the rest of the game seem easier to the players who already think the rest of the game is too easy, while doing nothing to make the game see more fun in return.

Again, this is a self-depreciating system all around. Anyone who says otherwise is blind, worse, they're defending a system designed to sap fun out of them. Progression should be about building up, not stripping down.
#136 Sep 01 2016 at 7:22 PM Rating: Good
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I don't really see how this would be considered antiquated at all. Working harder to earn more is something that's universal across more than just gaming.

Earn more, sure, but not a monopoly. That's the rub.

MMOs are in the unfortunately unique situation that you have to rely on other players for the harder content, and that's more a matter of design than necessity. While you're stuck thinking people who don't deserve whatever will be fooling those who want quality players, it's just as possible a higher personal gear level (and collectively across the group) can help mitigate ***** ups on mechanics. And if mechanics don't even allow that, well, whether or not the content is designed well is another matter entirely.
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#137 Sep 01 2016 at 8:34 PM Rating: Decent
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Seriha wrote:
MMOs are in the unfortunately unique situation that you have to rely on other players for the harder content, and that's more a matter of design than necessity.

It's a multiplayer game Seriha. You have to rely on other players by design and by necessity. It doesn't matter who either of us thinks is deserving of gear. The idea is that the content is balanced so that defeating encounters is proof that you're deserving.

This is also why I asked if SE had implemented their version of WoW's proving grounds. Even if I didn't have the achievement for already killing the boss of the raid I wanted to join, I could still prove to whoever was leading the group that I was deserving of a spot. That's really the only person you have anything to prove to unless you're running the group yourself.




Edited, Sep 1st 2016 10:37pm by FilthMcNasty
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#138 Sep 02 2016 at 12:43 AM Rating: Good
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Putting incentive for content is one thing, promoting exclusivity of content is another. Raids don't need to be alone on top loot wise for it to be worthwhile. Honestly most raiders are going to want to raid regardless of the loot table involved. They want to have the best gear primarily for bragging rights and to entice others to try raiding to keep their numbers populated - That alone should tell you that they're aware of the turnover rate of participation. (Sadly, those who are not interested in raiding won't be drawn by such things, and do feel disenfranchised by a narrow endgame, probably part of why there was a larger drop off this lul cycle.)

But there will always be the problem of raid structure problems. Fewer people these days than ever really have the time to dedicate to raiding. Not so much in the effort or skills department - but in the logistics of it. THE most called for feature in Destiny is a Raid finder. The highest participation base in any MMO is the difficulty raiding that allows you to queue for pugs, in spite of the terrible reputation pugs get.

The most popular game genres right now feature drop-in play, even when they're heavily multiplayer. These days accessibility is the default formula for success.

The trick is balancing that with content longevity. SE's not too far off the mark with that right now, it just needs more methods of doing so, as gear right now is more akin leveling than an actual collection, like in horizontal progression games. Again I feel like contextual skills that share the five skill limit of our secondary/subclass skills would potentially add a lot of depth to our current mechanical, teamwork, and progression systems that is sorely needed at this juncture - especially if they come with a built in leveling and progression system. As far as Gear progression. I feel like if they had given raid tier gear to floors 101+ of Deep Dungeon they'd have something good on their hands there.

Diadem needs a content rework, but I don't feel as if their focus of using it to provide crafting materials and materia leveling is too far off. They'd have to fundamentally change it from the ground up to make it raid-level and I'm not sure that's a worthwhile venture at this point, given how most players will still view it as damaged goods even after a revision.

Anyways, lots that can be done here. We're never going to agree on what should be done. We're just too divergent in philosophies.
#139 Sep 02 2016 at 10:41 AM Rating: Decent
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Hyrist wrote:
Palace of the Dead proves


Actually, Coil and Ex Primals in the 2.x era proved it long before PoTD did. You geared up through multiple venues and you got rewarded as you progressed through the raid content with even better gear, you didn't do raids JUST to get the better gear as the only way to get said better gear is to do raiding in 3.x era.

Which even then the gear is worthless when they hand out better gear every update so in reality, raiding is perfectly fine, they just have to go back to the Coil format.

Quote:
All raiding gear does is make the rest of the game seem easier to the players who already think the rest of the game is too easy, while doing nothing to make the game see more fun in return.


Mostly because you're actually applying yourself and having to worry about mechanics in raid content, versus literally standing around and doing nothing in other content, especially alliance content. How many people do you see sneak out before the barrier goes up or suddenly "afk" everytime you're past trash mobs? They get rewarded with an easy 230 piece and ability to upgrade lore gear to 240..meanwhile raiders have to actually learn content, clear content and hope they get the drop or spend 20+ weeks getting books to buy the gear they want...for inferior gear.

So in comparison, how could you not realistically see everything outside of raiding easier and less fun? Hell we get an easy, slightly challenging (easy to wipe) primal they obsolete near instantly for PoTD by offering the same reward for SIGNIFICANTLY less work. So sadly, Sophia will be obsolete within the first 2-4 weeks of the PoTD update unless they push it back further. People hated gear lasting forever in XI (though no one complained about that until vertical progression started becoming the norm and only really complained that the gear clashed in design), but XIV 3.x-4.x gear is barely lasting at all in some cases.

Throw in the fact 3.4 introduces EASIER to obtain 250 crafted pieces...like...every even patch is a reset when it shouldn't be.

Quote:
Progression should be about building up, not stripping down.


That's why raiding content exists. You're building up - However XIV players largely don't want to improve themselves in order to tackle harder content. People use the excuse "RESPONSIBILITIES" for not doing raid content...

Then will have an excuse for not doing "harder" ex primals....

There's an excuse for everything, which is why in the end we should just really be honest and say people just want things handed out to them because there's an excuse for everything.

"Go back to coil era where you could gear through tomestones and ex primals then tackle Coil and use the rewards to clear the higher turns and get rewarded with a cool story that literally ties together 3 storylines."

"NO! NO ONE HAS TIME FOR THAT!"

"Okay, use ex primals..."

"NO! YOU NEED A STATIC FOR THAT TOO"

"Okay..make Diadem Hard Mode drop the high ilvl gea..."

"NO! THAT'S PLAYER EXCLUSION! NO ONE CAN DO HARD MODE!"

And so on so forth. There's very little you can do without basically admitting that people don't want any kind of challenge, even Yoshida admits this because he said floor 101+ is WORTHLESS outside of bragging rights, meaning the one hope for PoTD being a good alternate just went out the window.

And Thayos..
Quote:
If raiding were really as universally fun and as accessible as you say it is, then more people would raid and fewer would leave the game.


English isn't my first language but this is literally saying that people wouldn't leave the game if the raid component was better, which means essentially you're linking raiding to the reason people leave the game, so I wasn't incorrect in my statement. Raiding is accessible to everyone unless someone can show me a screenshot where it says you're not allowed to do the content after you've unlocked it.
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#140 Sep 02 2016 at 11:13 AM Rating: Excellent
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People use the excuse "RESPONSIBILITIES" for not doing raid content...


I got this far and just couldn't go on.
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#141 Sep 02 2016 at 11:31 AM Rating: Excellent
Hyrist, awesome post. I was looking for part of it to quote, but it's all pretty good.

There's a lot of truth to what you say about XIV's vertical progression being much more like leveling than gear collecting. In a perfect world, perhaps that's an area where SE could make the game more interesting? Like instead of regularly moving the goal posts by resetting tomestones, dungeon gear, basic iLevels, etc., what if the advancement of iLevel wasn't quite so uniform? What if RNG played more of a role? What if a new patch scattered higher iLevel drops across different types of content? What if, periodically, there were ways to craft higher iLevel gear using items from much older content?

EDIT: I don't expect anything like that ^ to actually happen.

I agree, there are many ways SE could make the "leveling" process through itemization more interesting. And there's enough infrastructure in the game now to really get creative. We've got Deep Dungeons, Aquapolis, maps, Diadem, tons of old dungeons...

The one thing this game is still sorely lacking is another form of true endgame other than raiding. And it's not just about having content to engage the masses of players who don't like raiding, but also to give raiders something to do when they've cleared their raid tiers (or hit a wall due to difficulty or a lack of players for their statics)

In FFXI, I was always partially motivated during endgame events by how the items I earned would help me/my linkshells in other types of endgame. In XIV -- where raiding is really the only show in town -- there's really none of that. Yeah, gear helps marginally in different fights, but we all know success is more about memorizing mechanics than having good gear.

The silver lining is that XIV is a great MMO to play casually. Over time, my once-per-week static will accomplish more than the average player and nearly as much as many groups that can play more often, and we're less likely to get burned out (*cough cough Hio*). Shame, though, that the game can't do better to engage more people. Folks like me would definitely play more often -- and I'm sure many more would remain subscribed year round, and not just at patch time -- if they actually had more to do other than grind easy dungeons with Randos.

Edited, Sep 2nd 2016 10:47am by Thayos

Edited, Sep 2nd 2016 10:48am by Thayos
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#142 Sep 02 2016 at 3:52 PM Rating: Default
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Hio, no offense, but you're talking out of your ***. Making accusations on the player base that doesn't exist. If Players 'diddn't want to improve' they'd never get past the 24 mans. It's as simple as that. What you state is absolute bull and nothing short of it.

There are, a very rare subset of players who absolutely don't want to improve at all. They probably seem larger to you by comparison because they likely comprise the same overall numbers as raiders. Most players, however, are willing to learn mechanics, work as a team, and learn a fight.

What they don't want is to straight out memorize sixty different mechanics over the course of two months while being saddled with what is effectively a second work schedule. I don't know how this hasn't gotten through to you in three years of Thayos explaining it aside from you flat out being disrespectful to the perspective and the facts behind it. The majority of people simply don't have the time to be not doing content in order to even start getting a static together. Let alone having a regimented time schedule.

I for one certainly don't lack the drive to better my skills (aside from the limits of carpel tunnel beginning to set into my wrists). But from the time I get home to the time I have to go back to bed for work in the morning, I've got five hours on a week day, total, between getting myself fed, making sure everything's taken care of in the house (with a disabled SO and multiple pets, no less) and anything else than FFXIV. And one of those days is already taken up by a weekly table-top night my SO and I do together.

Just how am I going to fit in the daily roulettes multiple days a week for me to cap currency each week, let alone the gilmaking necessary to keep up with the consumable costs required for me to raid effectively? Let alone finding the two days a week open to raid -and before you say weekend days, I'll have to remind you that house chores do need dedicated time as well to keep up.

For someone who has obligations, or even something as simple as one contrasting hobby and a work life - the way raiding is required to have attention to is obstructively cumbersome. If there was a way to, on my own, play at my own pace when I had free time and get the mechanics down without worry of other people messing up and stalling my own practice time out - I'd have no problems - because then I could hop in whenever I had a free moment to do so and train till I got it down.

But that's not how this system works. The system as it stands now might have worked in 2006. It flat out doesn't for me now. And the reward system in general just isn't enticing enough for me to squeeze more effort into the sardine can of my schedule.

I don't think I'm wrong for saying I want a valid endgame that I could jump into at my own pacing, without having the schedule time. There is a lifestyle out there that would benefit from that sort of option. Availability is not a question of skill or dedication. This is a video game, for crying out loud and it should be aware of it's place of priority in peoples lives. Exclusively rewarding those who decide it to be its only hobby to the alienation of everyone else is bad. Bad business sense, it's bad for communities and it's bad for the average skill levels of players to boot.

SE would be wise to get with the times.

This all said, accessibility is only one pillar of four that makes content healthy.

Accessibility, Longevity, Engagement, and Encouragement. When one or more of these are lacking, the content suffers and the players are discontent.

Raiding has decent engagement. But it lacks in encouragement and accessibility, and its method of longevity is antiquated. It really needs to be reanalyzed on how it can better meet these four keynote goals.
#143 Sep 03 2016 at 6:58 PM Rating: Default
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Oh, here's a good site to keep an eye on, btw as it "deep parses" for a minion that's accessible to everyone. https://ffxivcensus.com/


Hyrist wrote:
Hio, no offense, but you're talking out of your ***. Making accusations on the player base that doesn't exist


If you say so, OF proves otherwise though. Certain topics wouldn't exist nor be some of the most popular if I were indeed incorrect and many topics wouldn't spring up if players did want to improve largely. Hell, even SE's failed attempt to try to help goes unused largely when it's a legit way to learn your rotation. I run a parser in every content I do via DF and PF, I can see the numbers. A DRG should not be under 1200 DPS ever, with as current gear as possible. Even missing key pieces I should not be outparsing you. There's even a site dedicated to showing parsing that gives you a VERY eye opening look at things...but people brush it off as "for elitist" or some ****.

Quote:
What they don't want is to straight out memorize sixty different mechanics over the course of two months while being saddled with what is effectively a second work schedule. I don't know how this hasn't gotten through to you in three years of Thayos explaining it aside from you flat out being disrespectful to the perspective and the facts behind it.


Ironically, every content in FFXIV requires memorizing mechanics in order to clear it. So what this says to me essentially is "players don't want a challenge", if the boss does only 2-3 mechanics..how is that challenging in any fashion? Let alone 2-3 mechanics that can't really kill you unless you absolutely ignore it?

Do you really not remember the cries for Steps of Faith to be nerfed when there's NO MECHANICS going out at all aside Visshap attacking the barrier and occasionally an AoE stun? The fact UNDER 40% OF THE TOTAL PLAYERBASE didn't get past that prior to HW's launch kind of says a lot, don't you think? It's not even "I just didn't want to do the storyline" because some content and dungeons requires you to do storyline and unless you absolutely don't care at all...well, further proves my point that players just "don't care" which means for example if you personally don't care for raiding, you're not going to touch it or bother to really keep up for it, same deal with the other players who "don't care" to even get through the VERY EASILY accessible content and VERY EASY in difficult content. That's not a tiny subset at all.

"Aside from you being disrespectful"

I'm not the one constantly saying "get out of the game" and "kick them to the curb" and "that style of content is dead so people wanting it need to move on"..when you really look at it, people are actually far more disrespectful to the perspective of the other players asking for challenging content and to actually have proper rewards behind it.

Seriously, you even have people use the word "Filthy casuals" when responding to them despite said person NEVER ONCE using that term or even insinuating that. Think about that.

Quote:
For someone who has obligations, or even something as simple as one contrasting hobby and a work life - the way raiding is required to have attention to is obstructively cumbersome.


So...people like me, who still completed every raid content in this game because this game is 100% about memorization and knowing how to play before anything. Hell I'm even classified as casual because my playtime isn't even every day, let alone longer than 3 hours in the time I do play and I still manage to get things done.

The biggest issue, is indeed the players.

You either do, or do not attempt the content. NOTHING. NOTHING AT ALL is preventing you from taking time to learn the harder content just like you took the time to learn the faceroll content. They're all the same. However, playing on the NA datacenter, as I said, despite the hate I get for it, I can see why the view is so heavily skewed, because quite honestly, there is a very big difference in play culture, even Yoshida said it, which people are legit trying to argue against the guy who can see raw numbers and actually watch the content statistics.

Quote:
Accessibility, Longevity, Engagement, and Encouragement. When one or more of these are lacking, the content suffers and the players are discontent.


And this is why Alexander is a failure, because the only reason it has longevity is because they tuned it absurdly high and the rewards are worthless outside of the weapon, which only drops from the final floor, which most casual raiding groups never make it beyond the first intermission.

THAT is why Coil format was perfect. Like Alexander it was EXTREMELY accessible (don't kid yourselves, nothing blocks you from accessing it), highly engaged (no serious progression raider would support enrage abusing tactics or sacrificing people to make mechanics easier, which is why A4S was ******* on) and getting a storyline and rewards that wraps up not only 1.x but ties into 3.x story was extremely encouraging of clearing it - which is why people complained so hard for a "story mode" without realizing the repercussions of such.

Quote:
Exclusively rewarding those who decide it to be its only hobby to the alienation of everyone else is bad.


Realistically, it rewards people who choose to do the content, yet people want the same rewards for less. XIV is just badly designed, it's not even the concepts because they worked when SE pulled ALL TEAMS to work on it during 2.1-2.4. PoTD should have NEVER dropped an ilvl235 weapon, let alone one that obsoletes most rewards from an EX PRIMAL...for doing almost no work at all.

So no one is wrong in wanting something better.,,it's just kind of ironic people can try to support GETTING RID OF PLAYERS and a content concept they personally don't like, but if the shoe is on the other foot..well, you only have to read some topics here to see what happens. There was honestly nothing wrong with the Coil+Ex Primal working together format, them spending additional resources on a "normal/story mode" is what changed everything for the worse. Yeah you're allowed to get your story...but it wasn't a good story at all, so raiders don't even give a **** about it like with Coil. When you finally hit Turn 9 then Turn 12 and Turn 13..that was absolutely amazing.

Hitting Floor 4? Eh. Hitting floor 8? Dear god kill me now.

Clearing Floor 8?

Yay gotta do this for another 20+ weeks! OH BOY OH BOY.
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#144 Sep 03 2016 at 8:50 PM Rating: Excellent
Hio wrote:
See, "hardcore" players aren't sensitive.



Mmmmhmmmm.
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#145 Sep 03 2016 at 10:08 PM Rating: Decent
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bluh

Edited, Sep 4th 2016 12:18am by Fynlar
#146 Sep 03 2016 at 10:10 PM Rating: Decent
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Quote:
THAT is why Coil format was perfect. Like Alexander it was EXTREMELY accessible (don't kid yourselves, nothing blocks you from accessing it),


You comparing the accessibility of Coil to Alexander is a friggin joke, and is pretty much exactly why people here are not looking at you as a "casual" player.

For actual casual players the difference is like night and day.

And no, the old system was not perfect, unless you consider storyline content too difficult to complete until it's way outdated / the following expansion has already hit to be "perfect". I, for one, do not.

Edited, Sep 4th 2016 12:16am by Fynlar
#147 Sep 03 2016 at 10:18 PM Rating: Good
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Perhaps the term "accessibility" is being taken the wrong way? Having physical access to content is not the same as it being accessible to players.

Accessible content is content that is readily completable by the average player (not the average raider and certainly not the average hardcore raider). Accessibility is also measured in degrees. T2 is more accessible than T5 for instance even though they unlock in the duty finder at the same time. T2 is more readily completable by an average player than T5 is.

Does that help clear this up?
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#148 Sep 04 2016 at 2:27 AM Rating: Good
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Yeah, as Thayos tried to emphasize earlier, accessibility is more than just being able to click it in the DF or just walking up to some entrance and triggering it. The likelihood of completion is also a factor in determining whether or not it should even be considered such. And conversation from there just veers into the whole schedule, job of choice, static preference, and other factors we've beaten into dead horse territory.

The PUG scene for any content deemed difficult pretty much boils down to nobody ever really wanting to help people get good at it or even benefit, but instead take advantage of those who have already done so. Requesting ilvls above the prescribed minimum? Happens. Demanding linked achievements? Happens. Not wanting classes that aren't listed in some cookie cutter guide they view as gospel? Happens. Somewhere along the way, the thought of challenge has been confused for minimizing risk. And it's completely understandable no one would want to throw themselves at something for a few hours and walk away with nothing to show for it. Yet, the raiding scene seems content in arguing against their own self-interest because tradition or whatever. It's almost the same BS as the concept of the American Dream, where it's hella easy to say someone can be/do anything if they just tug on the ol' bootstraps and soldier on, but outside factors are constantly working against the individual, and not always out of malice.

These kinds of games, like society, are meant to grow and evolve. If you're starting off from the perspective there has to be winners and losers, then it's already game over. The thought that raiding should be "kicked to the curb" is more of a sentiment of experimentation. After all, this genre is proliferated with games that have been raidraidraid for years now. And there is a certain degree of hypocrisy there in refusing to acknowledge that people might want a different way to play and grow, as it's either conform or go away. So, if you truly feel that a bitter sentiment, well, welcome to how everyone who has tried argue against the system has felt. Fortunately, MMOs aren't as constrained as reality is when it comes to enacting change. Lord knows, though, the thought of some people I've played with over time possibly holding power over others is a scary, scary thought. And it's not because they couldn't get out the red.
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#149 Sep 04 2016 at 7:28 AM Rating: Good
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if the boss does only 2-3 mechanics..how is that challenging in any fashion? Let alone 2-3 mechanics that can't really kill you unless you absolutely ignore it?


I understand what you're saying Hio (and I agree with a lot of it) but this is why I often say that T2 and T7 were the best fights. They were fairly difficult (how many statics did T7 broke?) while only having 3 noteworthy mechanics. Though they were all one hit kill/wipe mechanics.

Personally I prefer that set up over grinding and memorizing each phase's setup. Repeating the same first phases over and over for two minutes of practice on the last phase before the inevitable wipe is what killed raiding to me, it feels very unrewarding and tiring.

The ideal to me would be WoW's setup of more bosses with fewer mechanics on the first half of the tier. So even if you get stuck somewhere, at least you're getting kills and progressing your character, motivating the party to come back next week rather than giving up due to unsatisfatory progress.
#150 Sep 04 2016 at 6:00 PM Rating: Default
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Thayos wrote:
Realized it is indeed the "casual playerbase" that are sensitive based on this silly response


Smiley: nod

Fynlar wrote:
Quote:
THAT is why Coil format was perfect. Like Alexander it was EXTREMELY accessible (don't kid yourselves, nothing blocks you from accessing it),


You comparing the accessibility of Coil to Alexander is a friggin joke, and is pretty much exactly why people here are not looking at you as a "casual" player.


Because....both content are accessible if you're willing to put the time and effort into it rather than sit around and say it's too hard and not even bother. People have always said "Being casual doesn't mean you're bad or can't do content", so "casual" is a matter of convenience in an argument as I said. It's why I even said "Alexander failed" because in comparison to coil, they made a serious misstep in design due to the inclusion of story/normal mode, because the story itself wasn't worth much..which left one of the reasons people did Coil, for example, not present in Alexander Savage. So casual seem to have a broad range of definitions, since everytime the argument comes up, "time" "responsibilities" and "need a static" seem to always come up..which is funny, because I have limited time, tons of responsibilities and still managed to do this game's content because unsurprisingly, the content isn't that hard when all you're basically doing is reading from a script and the game's itemization is tossed at you compared to XI where you actually have to take awhile gearing before you can be useful in some end-game content based on job (no one wants a RDM that can't land debuffs.) So who knows what "Casual" actually means, other than to claim someone isn't casual because they do content in an easy MMORPG. Smiley: dubious

Quote:
unless you consider storyline content too difficult to complete until it's way outdated


It wasn't though. Nothing prevented you from clearing it just like nothing prevented you from completing the Ex primals, which people say is "too hard even for midcore players." People always wait until content is outdated to go through it, which is why SE forces us into older content and even forced us into older ex primals back in the day because when most people who could/wanted to clear it got all they wanted, no one touched the content leaving newer players (the ones who wait) hard up in terms of queues. Look at "Learning Party" party finders versus farming ones. At this point in time there's literally no reason to do Nidhogg Ex because SE handed out ilvl235 and 240 weapons, but a big problem is they lock new ex primals to server only, which depending on your server, heavily influences your views on content, which honestly makes sense, because if I solely played on Balmung for example, I too would think no one could clear ex primals or coil until nerfs and 50% echo.

There's got to be a point when we just admit content in general is just "too hard" for certain players because there's only so many tiers of content this game has that kind of leads the arguments towards 'people just don't want to bother with anything other than content that is extremely easy and want to be handsomely rewarded for it.'

Callinon wrote:
Perhaps the term "accessibility" is being taken the wrong way? Having physical access to content is not the same as it being accessible to players.

Accessible content is content that is readily completable by the average player (not the average raider and certainly not the average hardcore raider). Accessibility is also measured in degrees. T2 is more accessible than T5 for instance even though they unlock in the duty finder at the same time. T2 is more readily completable by an average player than T5 is.

Does that help clear this up?


T2 is more accessible because people came up with the strategy to completely negate actually fighting ADS by healing through enrage which even lead to Yoshida responding about it, which leads back to "there being mechanics." So instead of fighting the content which to this day is still the only branched encounter in this game (same end boss though) per design..people would rather kill only 1 ADS in the span of time you could normally kill 2-4 depending on people with you. So outside of Enrage, if "accessibility" is the ability to complete it by an average player, T2 wasn't accessible till enrage became the norm for pickups, so sadly..in terms of XIV as of today, "accessible content" for the average player...isn't a good outlook for this game because people still consider even Final Steps of Faith normal "too hard"...and since it's measured in degrees based on your example..

Gordias Savage 1 and 2 are easy.
Gordias Savage 3 and 4 are not.
Midas Savage 1 and 2 are easy
Midas Savage 3 is easy but mechanic heavy.
Midas Savage 4 is not.

The average player could clear Gordias Savage 1 and 2 since it's literally the same fight from normal with obvious changes (we all knew the fact there's 4 adds it was nerfed for normal mode) and the only other large change is baiting acid pools to NOT being on the boss..which means if people still chose not to do even the easier ones (A1/2/5/6 have the highest clear rates) then it comes down to players just not wanting to improve, which people take it in a bad way. For example A1 and 2 are a DPS check..it's basically 2 glorified trash pull encounter. This is why both are extremely accessible and why A3S got the hate it did and why it broke a lot of statics, because people COMING FROM THE COIL DAYS did 1 and 2 fine..then 3 just..was unnecessary. However, when we define "average player"..I naturally want to assume the average player knows how to play the game and their job because pretty much every content in XIV is designed as per yoshida's own words on an "overall dps goal", meaning if the raid DPS has to be 1000 to clear the content, it means everyone has to pull their weight, most other content in the game people tend to shoulder the weight of others, something yoshida said at gamescom himself whenever he sees another BLM "not doing well."

However, the fact Coil had PUGs even on NA servers shows just how accessible it was compared to Alexander Savage by large, which was my point. I've been watching since 3.0 on Balmung and Sarga and I can safely say, no one PUGs Alexander Savage, 99% of the time it's trying to REPLACE or recruit for a static but not a straight up PUG hell I've only seen 6 Savage learning parties between 3.0-3.3, compared to my main's server which has quite a lot more pugs for content people keep saying "you need a static for."

So I guess it comes down to what people mean, in their own words, what an "average" player is, because people still wipe to Ravana Ex to this day and he was easier than Bismarck Ex by design since he spends most of his time charging attacks (it is a Waltz after all) but you have people who can clear Seph Ex and still wipe to Ravana simply because Seph has a very limited rotation of mechanics (much like Titan) that he repeats until auto-wipe.

Quote:
I understand what you're saying Hio (and I agree with a lot of it) but this is why I often say that T2 and T7 were the best fights. They were fairly difficult (how many statics did T7 broke?) while only having 3 noteworthy mechanics. Though they were all one hit kill/wipe mechanics.


Fights like these I loved, but they didn't need more mechanics considering messing up shriek or voice even once was gameover, which is why statics broke a lot in T7 from what I hear on Sarga. T8 was the wall for many "Casual raiders" and T9 was probably the best designed of the first 2 coils because it mixed everything (mechanics, dps check if you want to make your life easier and party coordination.)

Oh and as a side note on the whole "disrespect thing", you have certain people on the OF even saying raiders have "stockholm syndrome"..so I don't think anyone here is in the right of saying I'm "disrespectful."



Edited, Sep 4th 2016 5:16pm by Theonehio
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#151 Sep 04 2016 at 7:59 PM Rating: Decent
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Seriha wrote:
After all, this genre is proliferated with games that have been raidraidraid for years now. And there is a certain degree of hypocrisy there in refusing to acknowledge that people might want a different way to play and grow, as it's either conform or go away.

Mechanics in MMOs these days are pretty streamlined. Stack in a certain area, spread out, interrupt a dangerous spell or ability, dispel or cleanse a debuff...ect, do a certain amount of damage within a window of time... ect. The scale is different(size of area or damage/healing done), but the concepts are not at all new.

It's not the games that are antiquated, it's the mentality. If you're only doing normal content than sure, you can look at is as 'we wiped' or 'we won'. As you start to transition into more difficult content however, you should realize that the steps you make along the way from wipe to win are more meaningful.

I was pushing mythics in WoW during the WoD expansion and honestly, I never really considered wipes a bad thing. If I got to the second phase, I felt accomplished. When getting to phase two was consistent and we were pushing close to phase three, I felt accomplished. Phase four? Check. Boss at sub 10% health? Hell yeah!

Too much focus on not getting a kill rather than focusing on how much further you're getting this week as opposed to last week.


Edited, Sep 4th 2016 10:07pm by FilthMcNasty
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