They should have let us keep the armor.
Printable View
Mission was different and fun and not hard at all.
But how dare they put me in some goddamn Garlean peasant's dead body. While my soulmate traipsing around in mine- a WOMAN'S body. That man had better not gotten any funny ideas let me tell you.
And what are the odds that you could figure this out on your first go? This is what I hate about stealth missions. Everything. I cannot stand them. :mad:
The "follow the brat" quests are irritating. You know what I'd do? Hit that rugrat over the head with a brick and carry him back to his stupid parent for raising that much of a moron. Bad enough these quests are required for flight, but putting them in the MSQ? You are really taking the ****, mate.
No, the one that got me angry is this quest. No idea what the hell I'm supposed to be doing and for what reason. Blocked entrance areas. I mean...the red dots are fine. I can see there are more bots on that side of the edge of the playfield. More than in a WoW gold-farming spot. That's bad.
No, now I have a limited supply of health potions. A limited supply of whatever else was in there. A limited supply of TIME. And a limited supply of my patience when I got everything assembled, got in the bot, realized you can't move or what the buttons do with about a minute left on the clock and started killing everything I saw in the hopes I got lucky and did the right thing. Nope. Not a chance. I wasted 30 minutes on a dumb quest for a dumb purpose and a dumb blocking of the MSQ behind badly designed mission like this.
I want the opportunity to solve it on my first go. This whole thing smacks of some dev who thinks that Splinter Cell is fun. I do not. You want stealth missions? Fine. Be a ninja. That's what they do. Stealth. I play ranged DPS. Exclusively. I do not like the other classes at ALL. I have quit other games for these kinds of missions and never returned. GW2 and the stupid egg quest in HoT. The Secret World was LOADED with them and not once did I bother to complete entire sections of the game because I would rather pound nails through my **** than play this type of game. No, I left the game.
I'm sure I'll get "you won't be missed" and "can i haz your stuff" comments, but I don't care. I hate this game mode. If I can't buy an skip potion for this, I'm done. It's OK to include stealth missions in your game. Many like them.
But to put these in the MSQ line? No. I will be banned for saying what I think of this.
It's not that serious...
There's a limit number of places that you can actually go and on Very Easy you can get into a decent number of fights without needing to worry about dying. The red dots blocking stuff off is specifically to make sure you're not wandering around places where you don't need to.
The quest was VERY important for the story, very important in making you realize just how strong your character is compared to normal people, very important in making you feel helpless. You're feeling what you're supposed to be feeling as the WoL during this quest. You're also just taking it way too seriously. You have plenty of time, the stuff is easy enough to find but if you can't find it people have posted where to find everything.
I had to do it twice because I wasn't paying attention and lost the QTE the first time I completed it and tried to rush through the second time and that was a big mistake. Just take your time, and a chill pill.
The only thing I found difficult about In from the Cold was Zenos not taking advantage of our body and going on a rampage through Broken Glass. What a waste...
This is the only kinda issue they will ever address from the forums...
I liked it. It was an enjoyable kind of stressful.
The forced fight was so neck-and-neck to drive home the "you aren't a demi-god in this body", and I liked stealthing around after that. I didn't aggro anything else until the rest of the mandatory combat. I was surprised to read people were failing it, honestly. That whole sequence in Garlemald was great, in my opinion.
They nerfed it it's really very easy not of you play on Very Easy after dying.
That is neither here nor there. I should not have to go looking at guides for pinpoint locations. I get this idea on hunts. You don't know where they are other than a zone. Fine. It's a HUNT. I get it.
No, this is a complete divergence of the gameplay I expect. I don't like stealth games. I don't like forced bodysnatcher crap. I don't like that the order in which you must do things is completely unknown but absolutely vital. I read the description. I knew I could not tangle with a bot so I spent most of the mission backtracking where I'd already been in order to remember what I'd seen previously and where it was. I spent 4 minutes looking for the !@#$ pilot because lo and behold...I apparently cannot tell the direction a NOISE CAME FROM. When I found it, I was angered to the point of not giving a damn.
Finally getting everything assembled and in the bot...only to find out that you can't move. You can't do anything other than "clear a path". With what, my amazingly long ****? What path? What area? It's all bordered. Am I supposed to shoot things? Seems like it was all I could do, but what do I shoot? If you want to make me feel powerless, blind my character and make me walk on a rope over a pit full of spikes. Same difference to me. At least I know what I'm supposed to do. In this, no. Stupid quest. Stupid design. Stupid everything.
No, these kinds of grab-ass randomness quests irk me. I don't care to know what it's like outside of the WoL's body. I don't play that character. I don't give a crap.
I didn't think this instance had such a negative reception...I guess that's why we have a formula and recycle content
Gotta cater to EVERYONE. There is EX/Ult/Unreal fights but pre nerf In From the Cold felt like I actually had to pay attention in non 8 man content. I hate how this will ensure we won't get any single player content that requires you to pay attention again. At least there is still the Blu trials but they seem more like puzzle fights.
Unless I missed something I thought their solution was to only change the easy difficulty? Doesn't this just mean SE is encouraged to take advantage of their own system more? Lots of games end up doing this. Death Stranding for example added extra prompts in a lot of places to ensure that those players who wanted the super casual experience got it.
I can understand being upset about not being able to grab the fuel immediately. It wouldn't take much effort to have the Warrior of Light internally muse on the idea of using Magitek to escape if you got there first.
But the rest is heavily conveyed. The leg of the Magitek is sparking. The device tells you its leg is damaged when you examine it and can't move. I believe it is even called damaged Magitek Reaper. The pilot might have also said something about it. And because you can't move, you're pointed directly at the mobs the quest expects you to kill to clear a path forward, with everything after being a straight line.
Dont bother , these types dont care ., If its not a glowey purple circle or click "destination" to spawn easy npcs to kill its all unacceptable . Any mission design deviation in the future expansions is probably going to get a repeated many times early on in msqs just to get their types used to it before throwing in any kind of challenge in future expansions at key MSQ moments .
Just look at the hissy fits they are throwing across the various posts about the same quest . Shouting at us "crap" "i dont care" , "my time only matters" , "i dont care what you think" "you dont pay my sub" whilst were stunned at the level of arrogance and entitlement
I feel bad for the quest designers , they actually made a great tense moment which worked really well with what had just happened ,and yet after all of our praise its gotten too , I hope they dont "fear" to upset these megaphone shouting vocal minority for "fear" of nonsensical backlash here or on twitter.
For me, I was little nervous about the time limit, that why I missed some text and I did make it through.
In From the Cold was amazing. Videogames giving you that feeling of desperation and powerlessness is a rare thing to see, and it really makes you feel it. The timer is actually very lenient, it's just there to stress you out.
There was nothing wrong with this solo instance whatsoever. There were plenty of healing kits scattered all around the area for you to patch yourself up, the enemies's aggro range was very generous as long as you paid attention to your surroundings and you had more than enough time to find the fuel and key to power up the magitek armor. It did its job to sell the concept of helplessness and we shouldnt fault it when that was clearly its intention.
Ive cleared that scenario first try and Im usually not one who played a lot of stealth games. Im so happy we had at least SOME form of challenging solo content in the msq every once in a while.
"I cLeArEd It FiRsT tRy"
"It'S eAsY"
"I hAd No PrObLeMs, GiT gUd"
These comments literally do nothing to help anything, anyone. Regardless of the content or situation these comments are used in, and this GCBTW loves to pull these lines the MOMENT someone struggles with something. Trust me, the world is happy and very proud that you never had an issue with completing something, but don't try to invalidate the issues someone else has over something. Offer tips and tricks (which many have done in this situation) and understand it's okay for people to not like something you do. Doesn't mean you need to try to passive aggressively shame someone.
Never was I trying to shame other people for not clearing it the first time. Just saying that its difficulty isnt as hard as others make it out to be, and once you make a couple of mistakes you then realize the pattern and layout of your objectives. Had a friend who was initially frustrated with it but managed to get it the 2nd time around. Boom, there, done. Solo scenario complete.
The latest complaint was:
To which the answer seems to be.. pretty good. But there is no ask for assistance, just removal.
And then:
Everyone had the same chance. Many seemed to have figured it out. It honestly wasn't difficult for your average player. It showed you first that fighting outright was dangerous, so you'd know to avoid it. It also spelled it out that you WEREN'T regenerating. The WHERE to go was frustrating, agreed, but it wasn't impossible to get around or to scout out in time.
It could have been designed better, sure. But it wasn't some insurmountable wall.
Very easy mode exists. Use it. It's really not that hard on normal if you just use your map and pay attention to what the quest tells you. You should never be fighting more than one enemy at a time, and if that somehow is a struggle for you than really the problem is you not the quest.
I want it gone too, but it has nothing to do with difficulty or ability to clear. Its all about i hated every second of this duty due to its gameplay. If i want to do stealth i would play a stealth game not an mmo and i even more dislike limited time games.
So, it's like the standard for this game to get a lot of complaints for things like math or puzzles which break-up the monotony in fun ways. It's the reason there are barely any mechanics that players are expected to do anymore besides stacks and two add phases. Though, for this one: they could do add in better scripted patrol cycles and a way tell players the sight and sound detection radius of the mobs. It's almost like a totally unknown aspect of the game right now, and it caused a lot of frustration in Eureka because only like a few people seem to know about it. Also add more clues like hearing the soldiers talk about the abandoned vehicles, or just mark them on the map, or have the injured soldier tell you where your supposed to go first. Hand holding. Even Metal Gear did it, lol
They're super fun for me though since a lot of 6.0 can be done at just the corner of my eye most of the time, in my experience. It's just, calm down, and like think of what lead to a failure, and draw up maps and theories and ask for help when needed. The solutions usually, like, make you facepalm
I dont want the devs to stop making solo instances like In from the Cold, the small Thancred stealth scenario, heck even the Venat sparring fight had some bit of difficulty in it if you're not in the right class. I think they're great to break up the montonous pace of the questing and imo very memorable. What I do want is to include more creative instances and objectives that continue to offer some challenge within the msq.
I fear that because people like the OP here complaining that "zomfg! this was too hard, imma quit the game now", is why the devs sometimes get afraid of trying out new things for combat content. This is off tangent but anybody else feels like the ARR dungeon designs were a heck a lot more interesting and fun that the linear hallway designs in current dungeons? Sure the set dressing of them has gotten a lot prettier and better but I miss when dungeons had a bit of substance to them and I was genuinely surprised to find out how they scaled back on the design by the time of Heavensward. And I imagine it was because of people complaining that they were "too hard" or "too annoying", bleh, what a way to butcher normal content design.
How you gonna progress further into the story? Just get that shit done and be over with it lol xD
It wasn't people complaining they were too hard, it was veteran players upset that newbies were either not pulling the correct amount or were going down the wrong path. Haukke Manor in particular, I've seen quite a few temper tantrums on, when a player doesn't know where to go and wanders into a side room. They changed the design to avoid these player fights, now there's 1 path to go with no branching and the answer on how much to pull is until you hit a wall.
Which is boring design. I wish this game had more open-ended dungeons ala WoW with some even have hidden secrets or objectives if you're doing specific quests. Granted this would have the devs put a lot of their resources into making dungeons this grand in scale when they already have a lot to work with already. Oh well..
A Realm Reborn dungeons weren't perfect. Some had some neat gimmicks, like using Magitek Armor in Praetorium, but then you also had Toto-Rak or Dzemael Darkhold.
I wouldn't mind gimmicks coming back to dungeons, just so long as they aren't pace-breaking and are fun to interact with. Not "the goop on the floor artificially extends the length of the dungeon".
I didn't particularly appreciate that Alchemy leveling in WoW required a 'secret boss' in one of the dungeons. The primary reason? Nobody wanted to do the 'secret boss' when I asked. Tying advancement to completion of that boss was a nightmare that Blizzard should have seen coming.
Thing is, in WoW, nobody wants to do those side paths more than once either. Even if it's barely out of the way. I remember running Heroic Culling of Stratholme back in Wrath, which had a bonus boss if you got to the end in time that had a guaranteed drop of a bronze drake mount. By the end of the expansion's life cycle, you had to be trying to not make the timer, and the boss melted in seconds, but people still didn't want to bother, even when people in the party didn't have the mount. That half a minute or so was just really important, I guess.
It's the same with any content in a repeated roulette. People who've done it dozens of times just don't wanna bother, so why should the devs bother designing things that nobody's gonna look at anyway?
Just gonna say:
It says everything about the FF14 community where on one side, you have people disliking it because of a remote difficulty curve.
And the other side immediately starts slinging insults and demands that a person quit because "no more dumbing down MY game," falling just short into demands that a person kill themselves for not being good enough.
And any legitimate criticism for the section in question just gets lost in the shitshow.
Really it just says so much about the community.
At least with WoW I wasn't being called a sub-human for not liking a fucking quest sequence, or not liking the story's direction.
It speaks volumes about you to when all you see, across all the discussions about said quest, is that its "waah tooo hard pls nerf" , and the opposite of "omg get good you looser" as you so ignorantly displayed
You cannot see the woods for the trees and have to interject an "at least with wow" like that has any clout here at all and were are supposed to value your input when across all the discussions many people have , on both sides , said their piece in clear and thoughtful ways regardless of the less than patient types you aimed for when making your judgment.
That's won't be able to happen with the current player base. More complex dungeons sound good on paper, but roulette players get tired of having someone mess up a puzzle on their 2,000th run of the dungeon and new players don't want someone spiriting through the dungeon without letting them figure the puzzle out or explore the side rooms first.