A couple of comments regarding group forming:Originally Posted by Ahiko_Matsui
Leaders
FFXI is a complex game with a lot of depth and a large learning curve. Because the game does not help you to form groups in any way (and in fact hinders you in many ways), the system fundamentally depends on group leaders.
FFXI needs group leaders to function. Without them, everything comes to a grinding halt....endgame....casual play...the economy....everything.
(That would be bad for business)
The overwhelming majority of the player base does not read forums or web sites to research information about FFXI. Most of us don't even have a solid, basic understanding of fundamental game mechanics.
Leading groups is the single most difficult task in all of Vana'diel...and the single greatest reason people sit around town afk just waiting for shouts, doing nothing. For most of us, is much too daunting a task. Most of FFXI players lack the skills, knowledge, or confidence needed to form a 6 man Party for en event....let alone putting the right 18 jobs and the right 18 people together, point them towards an event and lead the charge.
And in FFXI, we ask a LOT of our leaders. There are so many things a leader has to have expertise with and put up with (it is simply overwhelming to your average gamer):
- Battle Strategies
- All Alliance Job Roles
- Human Resources Management
- Loot Distribution
- Conflict resolution
- Scheduling
- Organizing
- Patience
- Willingness to /shout or /yell for multiple hours upon hours just to get ONE alliance to do ONE event - This is a big one
- Dealing with stress and pressure of alliance members expectations resting solely on YOUR shoulders.
The list goes on.
Here's the thing about these leaders...the people that Square Enix NEEDS to keep or this game will surely fall apart completely:
They are R/E/M holders.
And most put a lot of work into completing them...Cue SoA release and your new Dev team just "decided" to make NM drop weapons that surpass R/E/Ms in the name of "vertical progression."
If you do not correct this mistake...I suspect most of those group leaders will eventually quit. Because for years and years they did their job for you. Over and over and over and over. They overcame your game's group building design flaws, lead countless groups/linkshells and events while accomplishing those 99 R/E/Ms.
TLDR: R/E/M Holders need their shinnies to stay shiny and we need them to lead our groups. If you make them leave...FFXI dies. No question.
And did I read that right? You are thinking of developing new content to add ADDITIONAL TRIALS to upgrade REM weapons?
Seriously!? NO!
Job Adjustments
The other issue is job adjustments. Another major factor contributing to the difficulty of forming and finding groups for content is this: many people are passionate about playing and gearing jobs that aren't valuable in endgame content...only a handful of current jobs are worth an alliance slot in endgame events.
I am a Thief main. I do not enjoy playing on Bard at all. Guess what job I've been stuck on since Delve came out?...Mostly Bard.
^ This is what happens to people. They get stuck on jobs they DON'T want to play to get gear for the jobs they DO want to play...only they never get to PLAY the jobs they love and they get burnt out...eventually quitting.
A wider variety of jobs needs to be made viable in endgame content. Based on your stated goals, this should be priority number 1.
Making it easier for people to participate on the jobs that they love will invariably make them more motivated to form (and join) groups by virtue of being able to play the jobs that they love in endgame content...something they cannot do now.
If you can correct this (MAJOR, FUNDAMENTAL) design flaw, you will accomplish your goals just doing that alone.