Oh great. Another casual vs hardcore topic where the casual argument will ultimately win because hardcore players are the minority blah blah blah.
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Oh great. Another casual vs hardcore topic where the casual argument will ultimately win because hardcore players are the minority blah blah blah.
I feel this game is half way between hardcore and casual, does not really favor either side. Everquest P99 that is a hardcore mmo experience, no map, no quest markers, no exclamation points on quest givers, no in game auction house, mobs of varying levels, and more grinding then you can shake at stick at.
FFXI had hardcore and midcore "raiders" who played constantly because there was a lot of challenging stuff (and for all kinds of players) to do. Those people lasted a long time, myself included. We do really stick around. I never cycled/jumped to other games or waited for the next "raid tier", everyday there was some challenging content to do. The problem is not even that, the problem is the actual content being uninteresting and the lack of midcore content. Those are the main reasons a lot of statics broke apart during 3.0, not really because it's their usual doing. Savage is too much for midcore people and the rest of the content is too easy for them. Alexander isn't very interesting on its own. Yes, they are taking a break until something better comes along.
I'm a huge fanboy of this game and xi and even I will admit that this game is in a really bad state right now. This expansion has me very worried for future ones and the only thing really holding me at the moment is the story.
No it isn't. There's no risk as you know whats there. Its stupidity if you go on your own to fight a monster in Diadem because you know what your in for. And if this is SE's idea for risk and reward then they f%$&ed up, bad. For diadem to be risk and reward, is it would have to be a random generated area each time, queues would be always solo (you can party up when you get there), zones would be separated giving more diversity for settling in (so players would get there bearings on things to come), quests could be "found" (not given) mostly with maps or treasure in the field having the land alone or with a group they found inside making the player traverse the dangerous areas with enemies that are coil tier in difficulty with immense mechanics and a ton more non-telegraphed attacks (alot faster ones) so every fight would be a trial of itself and not a simple "tank and spank, treasure plz" . Bigger enemies would dwell deep into the danger areas (unflyable) requiring multiple players to drill through most to get to the stronger rewarding mobs.
In fact, just get rid of flying in areas that are weak in dangerous monsters period. None of that. want the grand 210 or 250 rewards? Go into the place where adventurers dread to step foot in. Casual players can stay in the less troubled zones and fill low rank monster bills for points to buy gear grand gear (2hour cap, not weekly for doing it that way) need a lot of points though.
Why all that? because Diadem is simply not risk and reward, its "attack this lower type of monster a bunch till a bigger monster appears and hopefully a real big one appears and hopefully we get some treasure for all that hoping".
This game has no sense of risk vs reward and it never will.
I wish Yoshi-p and co. could find a balance, but it has never really existed in this game. I have always said this game would slip into a state of relevance similar 'hello-kitty: island adventure."
The only content that has any bite is savage and even that was just a huge over step this expansion.
Given a few years, I seriously expect this game to consist of a story-mode single player experience existing inside a glamour lobby where you occasionally queue for some sort of mindless group content... oh wait
Amen Krylo. I 100% agree with you wish others would realize this to.