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And I'm saying that your connection is bunk. If anything, saying that alliance raids are more approachable than savage raids because of the difference in the number of players is the exact opposite of saying it's hard to make difficult content for lower numbers of people - the lower personal responsibility would mean it's easier to make the content harder because it's easier to recover from mistakes.
The connection is valid because of Yoshida's previous comment on the matter:
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I think the chances of doing large-scale, challenging content is greater than creating high-difficulty content meant for smaller groups. It’s not that we are unable to create high-difficulty content for small groups, but currently I am a bit more hesitant with that direction overall.
In the case of a four-player high-difficulty dungeon, there is much less room for players to work with when it comes to party deaths or mistakes. If even a single party member is incapacitated or makes a mistake, it will invariably lead to a wipe, with not much leeway to save the run or come up with a creative solution. Another major reason is because our community continues to grow—naturally this is bringing in many casual players, and I believe that when looking at the bigger pictures, large-scale content will be easier for all players to get into.
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I don't think you're a troll or anything, because your responses seem to be in earnest, but it looks a lot like you just wanted to have a discussion on "carrying" and found a recent quote you thought you could somehow twist to fit that discussion. I, and several other people, are pointing out that they are completely different things
They are not completely different as can be seen by both of Yoshida's answers to two different interviews. And I am pointing it out because certain recent threads have complained about having to carry others in duties. This is simply giving a perspective on how the content enables that.