Because it included aspects of the game I enjoyed. Because it separated us into a class of player that was pro-active and was generally rewarded for their effort whereas those who couldn't or refused to just quit. Call it hardcore or whatever you want, but I'm really trying to stay away from unjustly classifying those who couldn't meet the standards set by the generally unforgiving nature of the game.
my whole point is that he clearly DOES have the willingness and so on. he not only succeeded at endgame, he excelled. he was killing arch dynamis lord when arch dynamis lord was the most difficult fight in the game, before embrava even.
he quit again because our ls fell apart, and voidwatch made him feel hopeless.
he's proof enough to me that people ARE willing to put in a REASONABLE amount of time and effort towards an attainable objective. people don't need it handed to them, but they're also not willing to bash their head against the wall over and over again for it.
and that's basically all the old xp system was, repeatedly bashing your head against the wall. if you could do it once, you COULD do it a million times... so why did we HAVE to do it a million times?
Empty if you can't articulate reasons why you enjoyed it.
That happens as much as ever; it just happens at 99 now.Because it separated us into a class of player that was pro-active and was generally rewarded for their effort whereas those who couldn't or refused to just quit.
I've soloed 7 Cirein-Croin Lanterns (need 50 for a particular stage of Masamune) since I started posting in this thread.
Saying they aren't allowed to have fun isn't any better.Call it hardcore or whatever you want, but I'm really trying to stay away from unjustly classifying those who couldn't meet the standards set by the generally unforgiving nature of the game.
tandava crackows + chocobo jig + animated flourish = prouesse ring
I enjoyed it because I liked playing 19/20 of the jobs and watching them progress gradually, anticipating that next level and/or great spell or ability I'd been looking out for. And the whole point is the anticipation. It's about the journey for me and less about the reward. I liked it because the system was so unforgiving that you could immediately tell who wasn't doing their part and as well who was going above and beyond what's normally seen to make things good. There were bad groups with bad players that made the grind awful, and there were good players that welcomed the responsibility of their role and begged for more. Having the contrast between the two types made the grind all the more thrilling when things went beautifully because your focus began to transition from EXP/hour to "God this is so great, I don't want to leave! Killing these things over and over isn't so bad because 110% of my group is giving it 110%." You begin to appreciate the bond this feeling creates between NA/EU/JP players alike that the auto-translator can't define. You don't care if your tank is throwing shuriken or attacking with pom-poms, because something's obviously being done right. It's only a video game, but I'll be damned if it doesn't add a sense of self-worth to your personal repertoire of esteem-boosters. Something as trivial to you as a means to an end actually is my end. This feeling was my endgame.
What makes you believe you can literally only have these experiences during a rigid level grind?
What, do you think nobody ever makes small pick-up groups for anything? Have you been to Port Jeuno since you resubbed, like, ever? You could make a pretty strong case that the game is more focused around efficient six-man parties than it ever was; it's just reversed the location of those and huge alliances.
If I were so interested in steamrolling through content do you think I'd still be playing? My dramatically unimpressive FFXIAH profile is on display, man.
Last edited by scaevola; 08-08-2012 at 08:03 AM.
tandava crackows + chocobo jig + animated flourish = prouesse ring
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