If only I bothered to spell check on Mobile. Hate that it doesn't let you edit it you're not on Desktop view.
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I could take a week off from work right and record myself on youtube beating all of the savage content you speak of just to prove a point. Then after i do that where the hell would that leave the point that you are attempting to make? And for the record...my focus had nothing to do with savage being to easy...go back and read everyone of my responses on this thread from the beginning.... what im asking for MORE diversified end content. I could give a **** about instanced savage content. If they fixed eureka and make end game diverse i wouldnt be on this forum on the 1st place. Hence my 129 posts over nearly 10 years.....
Fun fact, players with higher item level in most instances would rather join the party that's more geared.
Partys with lower item level's are the last to fill when majority of raiders have some gear behind them.
Appreciate the sarcasm though. Great contribution.
They literally can't make anything in the "casual" part of the game too difficult or there will be hell on with that portion of the player base. That's something people need to just start accepting. We can't have every overworld zone be as dangerous as what Pagos was, otherwise you just wouldn't get anything done in the short amount of time most people have to play these days, and that's the kicker here, it's 2019, not 2009.
Most people who played during the golden age of MMOs are now adults with work and social lives, we just don't have time to get home on an evening and spend an hour traversing the dangerous overworld to get to a dungeon, manually form a party, and then complete said dungeon. That's why XIV is designed the way it is, so you can log on, do something, and log off while still feeling like you accomplished something in that short amount of time. People need to accept that the time of spending 12 hours to beat a world boss is now a thing of the past, and will be for the foreseeable future.
The MMO market is niche at best these days, with very few new players being of the age most of us were when we first picked up Everquest/WoW/otherMMO, so everything has to be as accessible as possible.
Which I understand but I also understand the game has lifted so much off modern WoW that it's design is as Sterile as it can be. It's done nothing interesting in it's game design to even make the drop in/drop out nature interesting and continually plays it safe. The game is inherently flawed in of itself as adding anything more would disrupt it's progression to an insane degree given how gear and stats are designed.
Just because a game is meant to be casual doesn't mean the design should be safe or utterly limited like FFXIV. Hell Warframe is a game as heavily instanced and casual as ours but has a design that leaves a lot open to those willing to put time without hurting the more casual player thru massive player freedom. It definitely has it flaws like any game does but it at least tries to work with what it's stuck in to try and make things more interesting rather than being a carbon copy with a skin. Honestly were it not for Soken's great music and the good story 2.0 would have probably met the same fate of 1.0 and personally speaking as a Palamecian player that has seen 1.0 to 5.0 at this point this game would have been better off as a episodic single player game with the same level of freedom given to Soken as it's done nothing to shake up the WoW formula.
If you think Eureka was like the "old days" then you don't know what it was like back then.
Eureka was a shitfest, and not because of the difficulty. But because of how poorly designed it was. And that's just another proof that the game designer of FFXIV got absolutely no clue as to how design content for a MMO.
What was the fun in the fate train, when people zerg a NM, dying, raising and going back to it until it dies? Or when people were just afk Netflix waiting for the fight to be other?
Wasn't there something, ANYTHING, outside of FATE farming to make Eureka more fun?
It would have took so little to make it good : Daily quests, hunting contracts, group quest, world boss... And yet... More FATE farming? Even after the diadem fiasco?
WoW made FATE (aka world quest) better than in FFXIV, and yet wow players still hate them. Why are FFXIV's devs acting like it's the best thing ever?
Eureka wasn't like an old MMO. It looks like it was made by someone who wanted to create something like an old MMO, without having ever played one. It put the worst of them without giving what made them good in the first place.
What was fun before was the sense of community, the fact that you had to work with friends, guild and, sometimes, strangers, to attain a far away goal. No one who played those games have fond memories of the long, tedious farm that it took to get that one piece of gear. But everyone remember that every member of the guild worked together with them to get that piece.
An old MMO is a delicate balance between hard work, teamwork, and reward. Eureka is nothing like that.
I heard that they are reworking the Diadem yet again. I'm not holding my breath on this one. If it's yet another fate farming shit, I'll just go play something else.
You may want to reread his post again. The one you quote didn't even had the word "savage" in it. It just ask for more open world content and more danger outside...
EDIT : And why is this forum still like something that came out of the 2000's with all this character limitation? 2020 is right around the corner, maybe it's time to do something about it?
Australians are a minority group, split between US servers and JP servers.
The majority on those servers are still Japanese players with JP only mentality.
Finding a group under party finder with these conditions when returning mid patch in Stormblood, was extremely difficult.
Excuses can be valid.