This statement is contradictory. Wouldn't more room for mistakes create more tension?
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Some people in the thread are arguing that smaller parties make content easier and larger parties = harder. IMO the size of the party bears no correlation to difficulty, neither does it have to.
Surely with a party of 4 or 8 there are less variables and as such it is easier to tailor the whole dungeon/raid experience, as such making more challenging content is a LOT easier when designed for small parties, surely?
I'm not arguing that XIV should ONLY have 8 man max. I'd love to see larger alliance content but people need to realise that theres no correlation between party size and difficulty.
Well there is such a thing as the "glass ceiling" effect. Smaller groups of players have a more average statistical difficulty level because they are not "so weak" or "so strong" in their effectiveness. While a larger party creates a bigger spike on both ends of the spectrum.
Thus if you have massive alliances like WoW developers tend to go wild because they expect that only the best of the best, in a the all-star best will be playing it.
Though it's very harsh thinking, and reason WoW is...how shall we say it... a world of a-tards.
We do need some of that content for the l33t of l33t, but at this point we shouldn't consider catering to that type of audience as of yet...as frankly it's a "reboot", not a "continuation".
I want a hard, a normal, and a Don't let the bad monsters hurt me mommy difficulty setting. Of course the only reward for don't let the bad monsters hurt me mommy mode would be seeing the content and a npc that pops and says "thanks for the effort, but your princess is in another castle"
Remember when Grand Companies were coming out soon?
I think using the levequest difficulty settings for the dungeons is a good idea. Allows the level 30 dungeons to be scaled up for higher level players, and the level 50 dungeons to be scaled up as the level cap increases.
GIMMIE SOME HARD STUFF!!!
THIS GAME MAKES ME FALL ASLEEP!!
really? behests are fun now? they are not any harder then they where before, and now they net less rewards. 8 people does not a raid make. Im sure they could design 16 man content that isnt a zerg fest and dub it raid content, if you dont want to be a part of it then stick with the 8 man dungeon.
There should only be one mode, Rediculous, there should never be an easy mode, it should all be extremely difficult and rely on heavy team tactics instead of mindless headbutting.
R30 Dungeon = R50 Light Party Dungeon
You know I hear people saying let's make it all hard-mode. While I agree that everything should be hard, I don't think many people are looking at the larger picture. Again SE is here to make money and i'm pretty sure they don't want to stick with an est. 30k subscribers for the rest of this games life.
While i'm a hardcore-raider/player I will always play things on hard but not everyone is hardcore and there needs to be options. Adding difficulty for dungeons on multiple levels would separate the different types of players from each other. Diversity is a good thing! Players who can accomplish a difficult task should be rewarded accordingly while players who take the easier route because they don't have as much gear/skill/time should be rewarded as well. Players that strive to be the best should get the best. No players should get shafted.
If you think everyone is a hardcore player then you are blind. Like I said i'm a hardcore player but save just as much room for real life so when I get into the game I personally want to have something to do. SP parties/Crafting is not a form of entertainment for me.
Remember when COP first came out and we had the level cap. I don't know about anyone else but when I finished that story line it was refreshing and I felt great about myself. That is the type of accomplishment I would like. It was fun, frustrating, and exciting all in one.
The best part about CoP was that it was hard. There was no easy mode. People had to know their role and it required cooperation.
My comment about making everything hard was half-sarcastic. While I would love to see everything as 1 set difficulty it will never happen, as long as SE's approach remains casual.
I was just venting because whenever the topic of giving us hardcore content comes up, casual players like to chime in with "don't make it time consuming, make it hard." But in reality many don't want hard content, even though they say they do. If they did, no one would be asking for easy/hard-mode.
I would love to see a fair, even playing field for everyone. A game that requires the same amount of skill from any player. But as this is a casual game, I just don't see it happening.
Hardcore player = can play mmos for an extensive time per week.
Casual Player= A player who has limited play time due to real life.
Good player = a player who can accomplish difficult task and formulate strategies.
Bad player = a player who is unable to perform difficult task... aka they suck at the game.
People need to realize this above... CASUAL =/= EASY HARDCORE =/= DIFFICULT
the whole you are alienating people for difficulty.. I am sorry but that is the whole problem with games now days. TOO many people growing up in the pokemon generation.
I say segregate all those people who refuse to learn the game and learn to play. Those people are not casual they are crappy players.
Reality check... Your asking people to learn to play at your level. I've said it before and I will say it again. Not everyone is going to be good. So yes there will be bad players and good players alike. That is the reality of all mmos. What I also said was no one should get shafted and that there should be options for all players.
Lol. Yes, and I laughed, but in more seriousness, I'm reminded of a time when people played only for the sake of getting to the next level, or just to say they did it. In FFVIII, the only thing you got for defeating Omega Weapon was a certificate. No cool weapon, no real reward.
Why is it that "Easy-Mode" is always used as if it's a bad thing? Content that is easy for one, doesn't necessarily have to be easy for another. I, for one. sucked at soloing in Final Fantasy XI. I had to ask for help with my Maat fights to unlock the 70~75 Level range. Also, i couldn't defeat a single Level 20 Avatar for my Summoner. Not even Titan (which was labeled as the easiest avatar fights of all). Putting it mildly, it was frustrating...
So, why can't the Final Fantasy XIV have content with mixed difficulties? Because the game is already in "Easy-Mode" and "everybody" wants "Hard-Mode" content?
When i try to solo my Guild Leve's, i would select the "Solo"-difficulty by default. That way i'm confident that i can finish the Guild leve, claim my reward and have fun while doing it. That's what matters to a player like me.
SE will eventually add more difficult content like HNM's when the community asks for it. Just don't rule out the players who are not as good as the majority of the good players.
Because of this, i'm all in favor for multiple difficulties (like the Guild leve's) for Dungeons.
Yeah I feel you. The one thing I hated doing in FF11 was doing 24 hour NM's with 1-3 hour random window. Worst thing ever. Nothing like getting called up by my Japanese buddy overseas yelling at me to be on in the middle of the night. It was a choice that I took. But it sure sucked and that is one of the reasons why I left 11. Was tired of being hardcore in that game.
Correction, it required you having the "right" jobs leveled or you were SOL, which past promivyon meant a ninja tank, a whm and a smn, with a guest appearance made by DRK during the Diabolos fight.
On the topic, I agree that there should be normal and hard mode versions of each encounter. I'd appreciate an Ulduar approach (doing certain things during the encounter to trigger the hard mode) rather than the Trial of the Crusader/Icecrown Citadel approach (turn a knob and all bosses are in hard mode).
Duelle you are wrong my ls ran CoP with any job they leveled no one was required to lvl any job beat all the missions w/o smn's or any of that other stuff we had drg's mnks and all of the above you only put your self in that position saying only certain jobs was required cause you prob never tried to run the mission your self i ran 45+ members thru cop you sir are wrong. I tanked every CoP mission on PLD btw
Edit: Also my ls was called Immortal Gods we were featured on Ala before as being an ls who helped many players prep people for endgame.
This is, more or less, what else I wanted say earlier, but I had to go suddenly.
I support people getting to play however they want to. Difficult, easy, hardcore, casual... when it comes to a game I don't think there is any right or wrong to how you enjoy them.
And this is kinda why I made my earlier comment. While it's fine if they make the rewards equal to the effort, for me the point is the self-pride of beating something difficult.
Seriously We already have a good system about difficulty we just need battle adjustments and everything will look more clear after that.
It isn't WOW. We just need a good planned content with 5 stars and each star add some more % to get rare drops and that's all.
should just be one skill level for dungeons. level scaleing also.
No. I do not agree at all with the OP. If anything, maybe have seperate dungeons. And just have some dungeons that are a decent challenge, some that are hard, and some that are /ragequit hard. Its hard to have any fascination or awe or "legendary" feats about Absolute Virtue, if he has an easy mode. So I am not against there being normal, hard , and elite dificulty dungeons, but I prefer then to be seperate events.
Since FFXIV untill now is prolly, the most easy thing that has been made in MMOs history, SE should give us only new:
OMFGHARDCORE dungeons instances HNMs.....