Oh wait sorry, you have to travel in FPS games as well.
Hmm.. how about chess or checkers or something? Don't ever have to travel.
Oh wait sorry, you have to travel in FPS games as well.
Hmm.. how about chess or checkers or something? Don't ever have to travel.
Or, you can go outside and play sports like you said earlier.
But wait, that requires traveling too doesn't it? Although, I'm sure it's frowned upon in Basketball, perhaps that's something you might enjoy?
Actually it will effect their gametime. Basically because the casuals will be using the option to teleport, if someone drops and you put up a queue to fill the void, would you rather someone to teleport to the dungeon or someone that wants to run there. you'd choose the first which leaves them out of that content. Which basically is doing to them what they want to do to you. Which is excluding them from the content.
Now thats been answered....
Wow dung finder took out the community in running dungs. It became much harder to find new friends to run with later. I gave up trying to use it. I'd much rather run with friends and guildies/ls members then run with random people. But i had an option to use it or not. There were always ppl wanting to play alternative ways.
If the community is big enough there will be ppl to do things both the easy way and the hard way.
My limited gametime chooses for me.
If they have the time to run there, that is all well and good, however, I do not have the time to do so.
I would be playing with players like myself who have limited time to play, and they would be playing with players like themselves who have alot of time to play.
This is a non-issue since we would not be playing together to begin with therefore me teleporting to a dungeon would still not affect their gameplay.
It takes 5 MINUTES, or less!
If you don't have 5 minutes to travel a short distance how on earth do you have 1h+ to partake in content. And by the way, you could potentially wait LONGER than 5 minutes just to get a party to do content, so your 1 hour play time is already cut short.
If you truly have only 1 hour to play a night, then any content that lasts for an hour or more simply won't fit in your schedule, no matter how quickly you travel there.
I agree with you.... I just felt i needed to give an answer since they could not. They were just saying... but...but...but... you just can't.
They could add a group finder that you could select a cross realm/same server option so you could choose what you wanted to do. Hell... add a teleport option so you could choose who you get.
I'd like Se to try a social experiment. Drop an NM on a 36hr timer that drops a set of gear with certain stats. Create an instanced 30 min dung where the last boss drops another diff looking set of gear with the same stats. And see who does what and wears what. I spose at least this way they could figure out the ratio for casual hardcore. And we could see it too.
I never understood why people love these horrible and mindless time sinks. Do you actually feel more rewarded for spending 3 hours forming a group to a 1 hour dungeon. It was like this before 1.18 with levelinks, if you didnt have a static group you would spend hours finding 8 people. I remember playing FFXI and sitting in the dunes for hours with an ! over my head and go for days without finding a group. We put up with it because we didnt know any better, but times have changed and the mmo community is 20 times larger than when FFXI launched. SE failed to do their homework and thought it was the same crowd, now they are learning this the hard way.
I completely agree with the teleporting and how it makes the world smaller. In fact i wish they would get rid of the anima system when they implement chocobos and airships. But i do want some sort of dungeon finder system in the game. The reason wow's system feels this way is because its cross servers with millions of people and the odds of running into them again are almost impossible. I recently started playing Forsaken world which uses the same wow dungeon finder but it only works for the same server and i've made tons of friends in a short amount of time, even found a guild to join while i was in a dungeon. I know alot of people here hate wow that even just seeing the word gets their blood boiling but that doesnt mean SE cant take a similar system and change it just enough to appeal this game's community.
I was thinking this as well. WoW has been used as the prime example of instant parties/instant teleport being "the ideal solution". However, it seems that people are forgetting the part about how long it can take for a party to be assembled to begin with.
Even with WoW's thousands of players per server, compounded with multiple servers paired up for cross-server partying, it can still take upwards of 20-30 minutes alone - even longer - to even get a party together. FFXIV would have a much smaller community, much fewer people to choose from and, so, could potentially take as long or even longer. Those who only have 60 minutes and were hoping to spend it doing a quick dungeon run? Forget it. Even if you have a static party, chances are some aren't going to be ready "on time" and you're going to be waiting around.
Which leads me to this...
If you're *that* tight on time where a minute over an hour or even 90 minutes is "out of the question", then perhaps you should choose activities for that period that you can complete in smaller chunks instead, and leave the dungeon running for when you actually have enough time to prepare, set up and do it without having to race around like a headless chicken.
I'm just getting the impression from some people that they're trying to exaggerate the circumstance to make what is basically a "personal want" seem like an "need".
I mean, every day, in numerous situations, we all make decisions on whether or not we have time to do something we'd like to. If you have the time, no problem, you do it. If it's far too close and might take longer than you have, you put it off for another time. It's called being responsible and reasonable with your time.
I'm finding it rather peculiar (and telling) that - from what I've seen - no one has addressed or replied to a suggestion I gave, which provides basically exactly what they're asking for - the ability for everyone to quickly get to a dungeon or location that they all want by teleporting to a previously "unlocked" teleport point that would be either at or near a dungeon, or perhaps near multiple dungeons.
Either you can teleport from a designated NPC in town, or perhaps there's a teleporter crystal. They can use the Aetheryte network for it.
The only differences are:
1. Instead of being able to be conveniently teleported "from anywhere" to the dungeon and conveniently teleported back again afterward, you have to use a teleporter in town. This is logical as it leaves you close to markets and such to resupply if necessary.
2. You have to have gotten to the teleport point on foot at least once and activated it, like we do with Aetheryte crystals and nodes now. This way at least some effort has gone into unlocking the location and people aren't conveniently hop-scotching all over the world to locations they've never even been to previously.
Two minimal requirements to utilize a convenience that will save hours of time into the future seems perfectly reasonable to me. Not sure why that would be a "problem" for people. That is unless we want to get into that word, "entitlement" and the desire for having everything handed to one without having to put any effort into it.
It would also serve a double-purpose by, perhaps, being a helpful way to reach other areas that normal Aetheryte Crystals aren't located near, so it would be a helpful transportation method even for those who aren't in a hurry, but just want to shave off some travel time, just like Staging points, Outpost Warps and Telepoint Crystals are in XI now.
The solution is to create content that can be enjoyed in a relatively shorter period of time(in the same vein as levequests or behests), not artificially gimp content that takes a larger time investment.
No no no, emphatically no to cross-server matching. That is a guaranteed perfect way to kill any hope of each server developing its own community and collective "personality". There are enough MMOs out there that completely lack any sense of a community already. We don't need yet another one.
Leave cross-server pairing for games like WoW where community means absolutely zero and Blizzard gave up on even *trying* to nurture one a long time ago.
I realize many people think "WoW does it, and WoW's successful... so that's how SE should do it", but that's an extremely short-sighted point-of-view.
For one, WoW was successful long before they even created the party-finding system, nevermind cross-server pairing, or random dungeons.
For another, certain things work well in WoW because of how the game is set up. Dropping "x-feature" into another game "because it works in WoW" and expecting it to work as well is incredibly naive. Everything Blizzard adds to that game is made to fit into the kind of game it already is and the way it's already set up.
WoW is little more than a hyper-casual, heavily instanced chat room with xp and loot anymore. Outside of guilds (which are also often complete trainwrecks), the community in that game is destroyed because Blizzard has made decisions, such as cross-server, instant-teleport random dungeons and extreme soloability throughout the vast majority of the game that are counterproductive to building one.
Please, let WoW be WoW. Let FFXIV be FFXIV. We can - and arguably, should - find solutions to certain issues without looking to that game for inspiration.
@preypacer
your solution is already in game
its called the anima/teleport system
i think thats why no one is responding to you, people can spend their anima if they wanna get teleported to a place after finding a party(unless someone will do it for them)
out of up to 8 people someone will have the point and anima to do it
and ive said ti before
[people who are always short on time have anima still sinc ethey dont play alot to use all 100 like those who play alot do
Im so for a group finder utility!
I can't be the only one who has logged on....their linkshell was empty because you logged on at a more unusual time and wanted to group up for some xp/quests but couldn't muster the time to find people on a whim.... people will say shout in uldah or whatever...but how many of those shouts go unanswered?
a simple group finder que for xping or running instances would make this game 10x more fun IMO.... for us not so hardcore players....
Group finder? You mean like the elaborate party search feature we have right now?
Oh wait, nobody knows that exists apparently...
I agree with this right here. Cross server matching is a terrible decision, as I've pointed out earlier in this thread. As an FFXI vet myself, one of the key things that kept me in the game was the community. When you're forced to play with only the people on your server you begin to meet people you will see day in and day out. You get to know them, make friends with them, which leads to linkshells, which leads to a bunch of friends playing together and having fun.
You don't get this with cross server content. MMO gamers, in general, are selfish, in that if they're playing with people they know they will likely never see again they won't care about screwing them over via ninja-lotting or something similar. I think many people would agree with that. People work to advance themselves, not their guilds or groups of friends as a whole.
This is why FFXI had such a great community. Sure, there were selfish people who only thought about themselves, but they were the vast minority. Over the course of your time in the game you eventually got to know hundreds of people on your server. Your reputation meant something. This was influenced even more by the fact that you never had to make alts to play different jobs, so the name you chose stuck with you. Similarly, cross server content has no place in FFXIV for the same reasons.
My overall stand on this topic:
Ease of grouping for content: Yes
Instant teleportation to content: No
Cross server PVE content: No (I wouldn't mind cross server PVP if we do get PVP in the future)
I don't understand why hardcore gamers call casual players "lazy" for wanting a dungeon finder a la WoW. Seems to me the hardcore gamer with his computer next to his refrigerator playing FFXIV for fourteen hours straight and wearing a sleeping bag for an outfit is the lazy one.
Cross server matches would really destroy the sense of community (the positive aspect, i mean) that xi had and this game also has (or certainly could/should). It's nice to be on a server, and get to really know a large portion of the endgame people because you interact with them or even just bump into them constantly.
To be sure, a better seek is needed to get this happening, and people xping out of their ls, but I don't think cross server dungeon finder is the best idea (or even wow's - I like seeing who's lfging and picking who I select. It encourages people to be nice, play well, and develop a good reputation so they'll be chosen again).
The whole hardcore/casual debate frustrates me though. To me, it just seems so obvious that a vast majority of a game should be open to everyone. And it seems equally obvious that a tiny tiny bit should be set aside for hardcore elitists. You don't need everything in a game to have fun. If you can do 90-95% of the content, you're getting a lot of value for your money. Saying you need 100% because you want to be happy is saying hardcore people are stuck with 0% and don't deserve to be happy. That's just hypocritical. And if hardcore people get a shiny relic weapon from playing a ton.... I think it's totally fair they have at least /something/ unique to show for their commitment/time.
I'm not suggesting using the current teleport system for it. What I'm suggesting would be analogous to the Staging Point system compared to the Outpost Warp system. Both entail teleporting you to somewhere, but they're separate systems with separate requirements for use.
When I said "use the current Aetheryte network", I meant more in the sense of using the same concept... crystals or nodes that players can teleport to after binding to it.
I mentioned it in the previous times and forgot to mention it this time, but there would be a gil cost associated with this system, not anima. This way you're not adding one more thing on to the uses for Anima (which people already feel is too limited in supply), and it provides a money-sink for the game.
So, really, I'm not suggesting the same thing as already is in the game... or I wouldn't have bothered suggesting it in the first place :-p.
Agreed, it also brings with it accountability and allows players to develop a reputation on the server, based on the player's attitude/personality. How well do they play? Are they a team player or are they only out for themselves? Are they greedy or do they give others their due? Do they ditch the group as soon as something isn't going their way, or without notice, etc...
Player accountability is an immensely valuable tool in developing a strong community. The decent people with good attitudes etc. rise to the top, and the idiots weed themselves out.
This is especially so in a setting like XI and now XIV because though people might have a few alts (mules) they use for storage, etc, they're primarily known by their main character.
I remember a few cases where people who were idiots on Pandemonium literally screwed themselves over, because their reputation spread and preceded them. They thought it was "cool" to be notorious for a while... 'til it started coming back to bite them in the ass. They had to basically take time away from the game, come back with an entirely different attitude, and work their ass off to get people to give them another chance. No one brought that on them but themselves.
Meanwhile, people who were cool, level-headed and down-to-earth - even if they weren't "the best players with the best gear" - had almost no trouble getting invites, because their positive reputation preceded them as well. People enjoyed being around them.
At the risk of sounding cheesy, it really does become something like a large, albeit somewhat dysfunctional, family over time. People leave the game, or take a break... and it's actually noticed that they're gone (for better or worse).
That could never happen in a setting where players are randomly selected from different servers and thrown together. There is no accountability beyond the duration of that group, and the chance of being matched with those same people again is pretty low. There's really no reason for someone who wants to be an asshat to avoid doing so... and boy oh boy is that proven in spades in WoW's random dungeon setup.
That's not the case in a setting where it's server-only for reasons I noted above.
Even if there is a random party system implemented and it's per-server only, that accountability would at least still be there, since people are grouped with others they're likely to encounter again in their travels.
Well, I'd just ask that "hardcore" (in terms of playstyle) not be automatically paired with "elitist", because that's not always the case. Frankly, I've met plenty of elitist casual players as well. They can't play as much as a more "hardcore" player could, but they're no less arrogant a-holes than their "hardcore" counterparts.
I've known plenty of people who were as hardcore end-gamers as they come, but were in no way elitist. They realized their playstyle was merely a personal preference that others either couldn't or didn't want to partake in. They also realized that all their achievements and shiny rewards ultimately meant nothing because it could all be taken away with the flick of switch and the servers being taken offline.
That's certainly true. It's easy to parse word, and these broad labels can cover so many types of individuals the actual arguments fall apart just because one person views "X" as "Y", while another views "X" as "Z".Quote:
Originally Posted by Shanree
But you're quite right. There can be mean players with low play time, or players with low play time who loathe themselves for not having "good enough" gear and demand perfect execution. Just like their can be really solid players or people on nearly 24/7 who can be lots of fun to be around as well, or even people on for lots of time who've just mismanaged their time and have relatively little in the way of material accomplishments compared to what they'd like. And it goes without saying that you can have good gear, and still be a mediocre player. Some of the larger yet quality shells in xi fell into the trap of gearing players like that because you can't reasonably get a perfect screen of every applicant (not without turning the application into some farcial extended test, at least, and I know no ls that really went to huge lengths to make people say.... compete against one of the shell's top whms to determine how fast they could get na's off). Anyways, there are all sorts of other subtypes and unique personalities.
So yeah. If no two person's casuals or hardcores are the same, even the most nicely intended debate can quickly just devolve into two people speaking into the wind.
@prey
the anima/teleport network right now has outposts too, as i said, youd be adding something already in game, it really is the same thing(your only rank 12 so i dont think you realize this yet, but it seriously is the same thing, its already in game)
@cid
we arent calling casuals lazy, we are calling everyone who cant take the 5 minutes to run anywhere lazy
Traveling to the content quickly ALLOWS me to play MORE and travel LESS, therefore EXTENDING my PLAY time in the content and that is a GOOD thing for players who have limited game time per session.
And you have YET to say WHY you CARE that I travel less and play more with my limited game time?
You have YET to say WHY you WANT me to spend my limited game time traveling instead of playing?
You have YET to even give ANY REASON AT ALL that would show how negatively it would affect YOUR PERSONAL GAMEPLAY if I travel LESS and play MORE with my limited game time?
Um, it's been said multiple times before, Crica. Instant teleport and instanced-heavy content makes the game world appear empty and smaller than it actually is. If you could teleport everywhere instantly, you'd rarely see anyone out in the fields, they'd all be either in dungeons or main cities. Again, it makes our already small community seem that much smaller and may even serve as a deterrent to new players.
FFXIV > Dungeon Crawler XIV.
Sorry, but you don't even understand what you are saying.
You are trying to say that if there are no teleports, players with limited game time will be forced to walk and therefore will keep the world populated.
In reality, players who do not want to walk because they feel it is a waste of their limited game time are not even going to bother playing the game, which in turn is not going to keep
the world populated.
You, a player with alot of gametime, are not going to see players with limited game time in the world, regardless if there is a teleport feature in the game or not.
How can you say that I don't understand what I'm saying? lol
I'm the one who said it, I'm pretty sure I understood it.
dungeons shouldnt have trash mobs only bossesd, trash mobs are a waste of time
items should be free, and cost no gil, making money to buy them is a waste of time
everyone should start at 50 cuz leveling to 50 is a waste of time
these are all the same concept as what you are saying
we can already teleport everywhere, so you can get really really close to your goal, you are arguing you want to cut the extremely little running we even have left, which is just nonsense
Incorrect.
Not wanting to travel to game content because you want to spend your limited game time playing the game content instead has nothing at all to do with not wanting to play game content once you travel to it.
Your analogy is false.
And you still have no reason to disallow this feature - the feature is still not going to negatively affect your personal gameplay.
Yawn, I'm not getting into this with you again.
I give you a reason why instant teleporting isn't a good idea, as a number of others have, and you misinterpret it as something else.
I did not say it will make the game more populated. It will simply make it resemble the worlds' actual population more accurately.
If everything can be freely teleported to, then the entire open world is wasted development. Why bother even making such big zones when you're just teleporting from town, to instance, to town, to instance.
It's pointless to argue with you though, it's not getting us anywhere. You turn a deaf ear when someone gives you a reason why it's a bad idea. While on the other hand, I can't understand what difference a 5 minute walk makes.
Players who want to and have time to walk/chocobo/airship can and still will walk/chocobo/airship.
The feature to teleport will not take away the option to walk/chocobo/airship for players who want to and have the time to walk/chocobo/airship.
Therefore, it is not wasted since those players will still be able to enjoy walking/chocoboing/airshiping when they can and want to.