https://media.tenor.com/z1Ew9eFk9dIA...h-facepalm.gif
Sir, this is FFXIV.
Printable View
https://media.tenor.com/z1Ew9eFk9dIA...h-facepalm.gif
Sir, this is FFXIV.
To paraphrase The Dark Knight, "It's not about what players want. It's about what's fair."
I mentioned fairness in my initial post exactly for this reason. Because I knew what one faction of players wants vs. another would be a rebuttal. Like I said earlier. I'm not asking for content difficulty to increase. I'm not demanding any more from players other than to actually play the game at a level of difficulty originally intended for the duty. I understand that the compromise falls on the shoulders of those who enjoy a path of the least resistance for their roulette clears, but it needs to be taken into mind that the players who desire for content to not be such a braindead chore have been compromising this entire time. This request simply brings things back to an even playing field.
Yes. Indeed. Hence why I started this thread. No matter how we spin things, roulettes force us to spend a large portion of our playtime on outdated content, so a good portion of dev focus should be placed on maintaining an enjoyable experience for all players. If they did this and forced an ilv sync from the get go, neither side of this argument would've ever had to compromise.Quote:
This is said so much but it misses the big picture. FF14 is a game, so it's supposed to be fun to play above all else. If something is not fun, then there is a problem.
Well, I'm unapologetically a terrible player, and I died like 4 times on the 2nd boss of the Dead Ends with the trust no less, so yes, for me, lots of things are "fights". If people could just admit "I want the game to be harder because it's too easy for me" instead of trying to pretend that things literally aren't fights then I could appreciate their opinion more, but as it is, nope.
You are not the only group of people that play this game. Ask for midcore content to your hearts content, ask for more difficulty options, but don't pretend you are the arbiter for what is healthy and good for all players.
People who prefer pathetically easy mode or do mental gymnastics on why being bored is a good thing are an absolute enigma to me. Like what's the point of playing a game? I'm not even saying make it hard, but at least make it so I need to pay attention. SE shouldn't bribe you by way of EXP bonuses. SE should make a fun game.
This is just sad at this point, honestly.
I'd like to point at that dungeons (like dead ends) wouldn't be affected by this, since (as mentioned earlier in the thread) level cap dungeons already have an ilvl sync. This suggestion in this thread being implemented by SE would likely just mean the current state of dungeons to be applied to more duties.
The problem is that there are two types of MMO players:
1. People who play for game mechanics.
2. People who play for in-game rewards.
Type 1 people would love a cap, because interesting gameplay is its own reward. Whereas type 2 people would love to take on level 20 content at level 90, just to get those rewards easier. And anything that slows down their reward per hour is seen as hurting their "fun."
Sadly, I expect that type 2 people are far more common.
Well, you could put a tigher sync on Dead Ends. But yea, that dungeon in particular isn't so bad.
But.. Fell Court. IL req is 575 but the sync is 630. Lapis - 590 to 630. Stigma and Smileton 540 to 600! Its a bit too generous. And there are a few of the earlier x0 dungeons that don't have an ilvl sync at all, just the level sync.
I am confused by your confusion tbh. I am saying exactly what the OP said.
It depends what combat content. Let's take the most extreme example of this that was removed as a trial: Cape Westwind. If you would say you found that fight to be a proper fight that was engaging and enjoyable to do when you got it in trial roulette, then the answer to your question is yes.
Again, this is why I say that the answer is found simply by what is fair and nothing more, and nothing less. It would be unfair to redesign duties to make them more difficult. But this has yet to happen. The reverse however is definitely true with duties such as Aurum Vale, Sohr Khai, Castrum Abania, and The Burn all being "adjusted", which is just their way of saying nerfed in order to make them easier to clear. How is this fair towards the demographic of players who desire interesting mechanics in order to have fun? Did those duties actually need to be adjusted, consuming valuable resources in the process? Was anyone complaining about the difficulty of those dungeons?
The 'vast majority' as one would put it should not influence or dictate development decision especially at the expense of the health of the game. And when you get a whole subset of players who aren't even considered when decisions are made, can you blame them when they are extremely vocal about their frustrations? Even more so if they feel the other players are being pandered to. Even if they are among the minority of the playerbase, they are still very much a part of the playerbase.
Anytime an instance of fairness is implemented, there is a cost of a benefit currently being enjoyed by one set of people. But that benefit comes at the expense of fairness to others. In this case it is being rewarded for doing mindless, braindead content with next to zero requirements. Even lower than bare minimum participation in some cases, and in those cases players have to pick up the slack for others. It's not right, and I know you guys know it in your bones.
In your mind, is challenge the only indicator of what makes a combat encounter fun? Because it's not for me. I absolutely loved Cape Westwind, if only because of the hilarious hype up people gave to newbies. It was AWESOME. It was such a great moment for the community. While yes, it was objectively laughably easy, the community made it one of the more enjoyable encounters.
So yes, even if they hadn't change that, I'd still say it's not boring at all, and quite enjoyable. But then, I'm not someone who is looking for a challenging encounter in my combat situations in FFXIV. I have other games I play for that. And if I really want to get into challenging content in FFXIV, there's a ton of that as well. It's bizarre to me that people focus so much at the bottom of the barrel and new player experience, while not being a new player when there's so much actually challenging content to experience.
I have to image actual raiders laugh when they hear people bemoaning the state of roulettes, when no change could ever make roulette content less braindead for them.
That only means you liked the meme it spawned and not actually playing the thing. Was Cape Westwind still enjoyable when getting it on trial roulette without the first-timer message popping up?
It was only enjoyable for the vets in on the joke, the newbies themselves thought it was the lamest shit in the world. I'll always remember the multiple runs that I got where the sprout was really excited in chat about running 8-man content for the first time, then deflating like a goddamn baloon after Rhitahtyn died in 15 seconds. It was extremely forgettable at best and newbie retention poison at worst, which is exactly what the OP is talking about.
Specific dungeons/trials/enemies could benefit from this but most wouldn't. Even ilvl sync'd dungeons are pretty braindead and that is something wrong with the design of the dungeon itself. Specifically earlier dungeons where they didn't have a grasp of how the players would play the game.
Some of the earlier encounters seem to run off of a set move script instead of HP%.
In my mind, fun is what makes a combat encounter fun ie. something that makes it feel like a battle. For example, in A8 the music is coordinated with the mechanics and it fits perfectly if the battle doesn't end prematural due to item level being too high. There is also a chaotic phase after it which is really fun to me and that is often skipped entirely now.
None of that is hard... the fun is simply taken away from it. Maybe newer players don't understand how the fun was swept away from these encounters, but I do, which is why I speak up about it.
We are not talking about challenge in the sense of extreme or savage difficulty. We aren't talking about adding mechanics. We are talking about merely syncing it to where you see the mechanics that SE originally added and that those mechanics do the intended damage output.
We are talking about a difficulty level like these dungeons and trials specifically:
Code:The Dusk Vigil, Sohm Al, The Aery, The Vault, The Great Gubal Library, The Sirensong Sea, Shisui of the Violet Tides, Bardam's Mettle, Doma Castle, Castrum Abania, Holminster Switch, Dohn Mheg, The Qitana Ravel, Malikah's Well, Mt. Gulg, The Tower of Zot, The Tower of Babil, Vanaspati, Ktisis Hyperboreia, The Aitiascope.
Do you find the difficulty of the listed content too hard? Those are properly synced unlike the rest and that is all we are arguing here for old content.Code:Thok ast Thok, The Limitless Blue, Pool of Tribute, Emanation, The Dancing Plague, The Crown of the Immaculate, The Dark Inside, The Mothercrystal.
So you just confirmed the answer to your question.Quote:
I absolutely loved Cape Westwind
Actually it can. In a lot of content that is not properly synced, I literally turn off my brain and just attack the boss like it's a striking dummy. The mechanics just don't even matter. Whereas if it's one of the duties I listed above, I am actually engaged, doing mechanics... all because it is properly synced.Quote:
I have to image actual raiders laugh when they hear people bemoaning the state of roulettes, when no change could ever make roulette content less braindead for them.
So again, I ask, are the duties I listed there too difficult and something you think should be nerfed?
Other way around. Most duties would benefit because most duties aren't even synced. Open up your duty finder and look at all the trials, raids, and alliance raids that are not synced. Very few of them are, and every single one of them should be. Even in casual content, these are supposed to be the significant fights in the game. The fights that canonically push the WoL to his/her limits. Mechanics tend to get more difficult to handle as the fight goes on, but right now new players don't get to experience this at all due to the battles ending before the boss can start pushing players more. A11N is such a great example of this, as I've seen Cruise Chaser just obliterate groups when he's <3% and starts throwing everything including the kitchen sink at you. Now, his fight typically ends before he even gets to use Propeller Wind. When I talk about ilv syncing fights, these are the ones that I have most in mind. Dungeons are fodder, and most are already synced anyway, be it through leveling limitations, or capped duties.
Minimum ilvl, no echo is also available to you through the Duty Finder settings.
Whether we want to acknowledge it or not, players come in different skill levels. Making things difficult for players who already struggle at the current ilvl syncs won't encourage them to get better (which may not be physically possible for some of them). It's more likely to make them quit.
As a side note, I know EW has (had?) a quest that actually let you choose the difficulty level. I can't recall if that happened before, but I would be interested in seeing how many people went with the easy option over the hard option. Human nature is generally going to go with the easiest path. There is a reason they have actually made dungeons "easier" in their reworks, which is why I would not expect the MINE to ever be the default.
I think they can leave dungeons as they are as much as I’d like them to sync them properly especially the capstone ones—they’re the most bottom of the hierarchy difficulty wise & was made that way for a good reason. But everything else like trials ARs & NRs? I won’t be opposed to ilv syncing.
Then again, I’m aware ‘effort’ is sometimes considered a deadly sin in XIV lol.
With how many times we run capstone dungeons I dont mind them being braindead easy. I want to get my tome rewards as smooth as possible tbh. Certain trials could and should get a bit of a tighter ilvl synch. They've done it for final day, they can do it for other capstone trials. This would bring trial roulette a bit in line again and I think having a bit of consistency in trial roulette would be good compared to just hoping to never get titania.
Had they cared more about ilvl synching trials earlier, we might still have cape westwind. Min Ilvl that trial was honestly kinda neat (cursed aswell tho for being a lvl 49 trial on MINE).
Except MINE virtually is the default for leveling dungeons and leveling trials.
The problem is how disproportianate it is. The only reason it's not MINE for some of them is because gear progression is important, but it's only important in the latest expansion, so previous ones should get re-evaluated.
They should just increase rewards for PvP so I don't need to play the weak PvE side at all.
This is a horrible idea.
As SomeGuy22 said, you liked the meme, not the content. This comes at the cost of the story. Rhitatyn was actually my favourite Garlean character back in ARR, I really liked what he added as an antagonist so it saddened me that he became a joke that many newer players forgot because the fight was so blink and you'll miss it that it kind of sucked away any interest in the surrounding cutscenes for them (this is something that has come up in conversation with friends).
Now in the case of Cape Westwind they converted it into what imo is one of the best solo duties in the game, so happy ending, but they can't exactly do this with every duty that is having these problems.
Somebody mentioned Final Day and that's a perfect example of what's being talked about. It had a huge problem as a lot of the second phase and dialogue was skipped. So SE give it an ilvl sync of 570, 30 ilvls over the minimum requirement (I know minimum ilvl keeps getting brought up but going that far isn't actually necessary) and 10-15 ilvls above what most newbies have when they reach it. It's still going to be a bit easier than on release most of the time but it's no longer an abridged version of the fight. Do you feel this was a bad move on SE's part? Have you tried it since the ilvl sync was added and if so does it make it an unfun nightmare for you?
There's been a lot of discussion of new player experience (I even went there with Cape Westwind) but I'll be honest I as a veteran I'm always disappointed at entire chunks of fights getting skipped. I miss the full mechanics of the first two bosses of Syrcus Tower.
These were not hard mechanics, by the way. Scylla's Daybreak phase was akin to the last boss of Labyrinth, you needed at least 4 players on each of three platforms and anyone not on the platforms got petrified (not killed). Glaysa Labola's missing phase just requires killing adds and then hopping between the outer platforms with a single add on each on. It does as a certain degree of variety and spectacle to these fights.
This is also already happening in Aglaia. The final boss is particularly bad. It generally skips two to three major mechanics, one of which is the most visually impressive moment of the raid.
I'll be honest I think catering the bulk of the games content to people who want to do that content as little as possible. I honestly think far more people would just adjust to the new normal than would stop playing and people are also not considering players who leave because they find the bulk of content unfulfilling. There is harder content like extremes, savage, etc, but the few players I've know who only do that content throughout the years generally end up quitting for other games because that doesn't fill enough time.
That comment was made in response to having full access to skills in lower level content. It's not comparable. I have specifically made this request in lieu of the braindead roulettes we currently do in comparison to the difficulty of the content on release day. I really should not have to spell this out, and the back and forth rhetoric of min ilv no echo vs. the unrestricted options are not relevant. Players doing a duty their first time are matched up with players queued in the roulette. It has to be this way because the old content is no longer relevant, and these players do not have the luxury of being able to clear the fight when it was current. They are essentially punished for being late. I don't think it is fair to require them to start a PF using min lv no echo to complete their duty and progress the story.
This is all about compromise, fairness, and what is healthy for the game long term. The demands of players of content as it was released IS fair. I'm not even asking for difficulty to be bumped up, only to return to what it once was.
This is a horrible idea, not all dps are balanced in dungeons, not all healers are balanced in dungeons, not all tanks are balanced in dungeons. The increase in ilvl helps make up for that lack of balance and makes even the worst instances better when people can be much higher than the minimum ilvl.
Yet, dungeons are the only content that actually has an ilevel sync.
Now, to curb anything else. People always seem to be under the impression that, when this thought gets put out there, they instantly think the OP means that they want everything to be done minimum ilevel.
This is NOT the case. All that is requested is an ilevel cap so that bosses can have a bit of bite back, just as they were on release.
Now, different people will have different ideas as to where this cap should be, however, generally the cap is still high enough that alot of the initial difficulty is removed, however gear has made certain things easier. This is generally ~30-40 ilevel increase from minimum ilevel, or the max ilevel attainable when the content was released.
To put this in a different way, when looking at Pandemonium, it is basically looking at P4N and it being capped at i600, just like P8N being capped at i630 and P12N being capped at i660. If you have no problems clearing the current tier, you would have no problems clearing the older tiers at ilevel cap.
As I have mentioned, dungeons are the only content that has an ilevel sync, but noone bats an eye there, noone cares that they have an ilevel sync, so why should someone care that it gets added in other content?
Again, this is not to make content more difficult than it was intended to be, it is just meant to bring back the bite of the bosses so you have to respect them, at least a little bit.
Lol no. Unsynced is how many people are able to acquire materials, mounts, glamour, etc. that they weren’t able to get when the content was fresh. If you want to make all content synced, and do away with the undersized party feature, then the drop rate on everything should be increased to 100% when the content is from a pervious expansion. I couldn’t imagine mount farming old content on synced runs. Everyday you’d be having to teach someone how to do it. Total insanity and a complete lack of respect for your own personal time.
There aren't proper DPS checks in most dungeons. SE balances it to where they expect a certain amount of DPS at lower levels as well, which is why they often adjusted PLD's Endwalker attacks this expansion but not lower level ones.
The balance is really not so bad that those DPS checks could not be met because you have a certain job present in normal content either.
In fact, there is a lot of MINE content where DPS is still too high, but the content is still a far more enjoyable experience. It is the difference between not really remembering the content, and taking away a memory of all the mechanics that you actually could see they did something as opposed to just being a cast that does 0 damage so you sleepwalked through it or phase skipped it.
I was pointing out that there is an option to provide the intended/original experience already. That unsynced exists doesn't change that and isn't a counter point.
I responded to you because you made it sound like you know what's best for other players, new players specifically. That's problematic for obvious reasons. I don't think you were trying to do anything wrong intentionally, but I think your argument would be better if you focused on your own views since you can speak for them.
You don't see it because there isn't anything to see. I never told you what I want. You don't know what an improvement is in my mind because I said nothing about that. I only pointed out that you were speaking for other people who aren't here to say that they agree or not.Quote:
Ok, so a possible improvement in your mind is everything being braindead. Raid-wides should do 2% damage, tank busters should do 2% damage, most mechanics should be skipped. I don't see your logic at all.
My perspective is that either way this wouldn't be a huge change. It certainly wouldn't make much difference to me. There is a wide skill range of players in this game though. Some even manage to struggle with content as simple as it is. The drop in difficulty from rising ilvl could be seen as accommodation for them and part of the intended experience. In other words the original difficulty might have an expiration date on purpose in the eyes of SE. If that is the case, then stricter syncing would be a difficulty increase.
With that said, it doesn't mean your idea can't be implemented. FF14 doesn't have to be locked in its current form forever, and you could say that evolution is the norm especially considering how many expansions the game has gone through.
This is very much part of the puzzle. Roulettes have to be more or less required content for everyone to keep the game running smoothly. So there will be a wide range of players going in with different expectations and abilities.Quote:
Yes. Indeed. Hence why I started this thread. No matter how we spin things, roulettes force us to spend a large portion of our playtime on outdated content, so a good portion of dev focus should be placed on maintaining an enjoyable experience for all players. If they did this and forced an ilv sync from the get go, neither side of this argument would've ever had to compromise.
Tuning the average sync level of content to best accommodate everyone is totally valid, but it's not the only option. Maybe we could have a difficulty slider of some kind for roulettes that will raise or lower the sync level and try to make people with similar settings. With such an addition players would still have to deal with some compromise, but it would at least provide the chance to get ideal an ideal party match every so often. I want to stress again I'm not arguing against your idea, only providing alternatives to consider in whole or in part.
I wish for this too really, but I've noticed some fights are just not mechanically complex enough for how streamlined the game is nowadays so even if everything does get synced not everything will feel like it used to be back then.
To counter this, Dungeons are probably the only piece of content that is designed to be beaten by everyone, due to them being required by the story. Why is it then that dungeons are the only piece of content that has an ilevel sync?
If we then say that there is some ilevel above minimum that gives players adequate strength to clear the dungeon, then it implies that there is some such ilevel for all content.
Which means, the 8 man raids will have some such ilevel. Currently, between the last fight of each tier and the patches max ilevel, there is about a 40-50 ilevel difference. Is this not a sufficient ilevel increase for someone to clear?
If not, then we have to ask the obvious question. Can they even complete the raid series? If you need a higher ilevel than the patch it was released to clear, then by all accounts this hypothetical person shouldn't be clearing the last tier, as you cannot out gear it like the other 2. You would effectively lock the person out of completing.
However, I have heard no such tale of this happening, so it is safe to assume, with a very high certainty, that noone is getting blocked from clearing the last raid fights, which means ilevel is not a factor.
Since ilevel is not a factor, why is it then an issue if we put an ilevel sync on said content? It won't stop anyone from clearing and it would make the fights more engaging for other players.