If it has gear upgrades, you bet people will come back.
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I'm more curious as to how many completed T5 and/or T9?
Then you can include me in those numbers. I've been here since 1.0 and I really want to see the story in Coil but the biggest obstacle I face is the players themselves and the unwillingness to assist someone who has not already done it. I'm in the position that If I havent done it, no one will take me with, but I cant do it until someone takes me with. I cant start a PF learning group, no one joins after several house of wasted time.
(sorry, quoting myself with the bits I felt were important)
Which brings me back to the actual point I was making before getting pulled off topic by comments that were tertiary to my main point and echo'ed by many other people here. Its the mentality of the players who do this content that is harming the content itself. I'm excited for Alexander because it will have two modes, while the second will be harder at least you can kinda practice on the normal mode. Hopefully this will set it up for more people to be interested in the hardcore endgame stuff and feel confident enough to even try.
does this account for the 6 alts I have that have not completed coil?
That's really interesting. I don't think I fully agree with their definition of 'active' players, but since it's applied equally it shouldn't skew server to server comparisons so it functions well enough for that.
The difference is rather striking. I assumed they had higher win rates but I never would have thought it was that extreme. I figure it probably does have to do with the culture more than anything. When your culture drills into your head that you are special, smart, skilled then it is harder to look at yourself 1st when somethi ng doesn't go your way. The rage quits, the elitism, but at the same time the excuses. Just look at this thread.
"in the 1950's 12% of American teens answeredyes*to the question "Are you an important person?"* In 2006, that number* jumped to over 80%".
bet you my paycheck that hasn't happened in japan. Not to say the 50s were the best years or anything, but that is something we need back. Everyone isn't a superstar and having realistic expectations helps you realize your faults and only then can you attempt to address them.
People don't think they are ever the weak link or the problem. When everyone gets trophies and gold starts for banal junk and coddled/spoiled instead of being allowed to fail, you get entire generations that can't self examine to solve their own problems. It's always blame diffusion. When you aren't allowed to fail you don't know how to acknowledge let alone accept your own failures. Toss that generation behind an anonymity wall and make them work together? Rofl welcome to 'modern' online gaming. It's pathetic when you really look at it.
Impossible to tell unless you're SE as achievements aren't public on the lodestone unless you log in and change the settings yourself, even the method the blog used to determine if people have cleared T13 isn't all that great since it requires people to have gone out to that weird guy in Old Grid to get a minion. Compared to the 300k who've beaten the 2.5 story I don't see 36k people beating the difficult side story boss Bahamut to be all that low and with many more still working their way through FCoB I'm sure the number will go a lot higher as we get closer to the expansion.
i did do pharos when it was release. it was hard, not because it was challenging, but because the content was not adapted to the playerbase, most of the player was already in i80-90 when the dungeon was tuned for people in i60 with trigger on the boss based on the hp. sadly the dps output was too strong and was making pain simply to pass the first boss. litterally before the correction, the tank i90 was enough for kill the boss and spawn the add without the help the dps.
i want to say something about this too, have a challenging content is nice, but do it for junk will simply make people avoid it. we are human, we want shinies, it's a given that what drive most player in mmorpg. i'm not naive to the point to believe that challenge is enough for interest player.
adding a content for 4 player challenging that will give reward not fit of the challenge is worst than not adding it. i still remember Yoshida explaining why the change about the gear from Token after the mytho, because the raider had not reason to do raid since it was possible to get the same loot from the token.
some say it's a theme park mmorpg, yeah, that true, but even in a theme park you don't have only one exciting attraction. the more, the better! i feel it's possible to add content challenge and rewarding for 4 player that will have not a bad impact on the raiding community. because soo far, let's say 20% of the playerbase is really interesting into the raid. what the other have as endgame content? golden saucer? chocobo race? they are not endgame content! they are secondary activity. we need more endgame content and i'm not saying more raid, but more different content for 4 player.
One thing that needs to be considered here in addition to all that has been said:
JP servers (and players in that country) ONE time zone
NA servers: the rest
This is not the say that NA players are not on JP servers. We all know that there are, but the majority of the player base for the JP are in the same time zone. That really helps.