I want a challenge, not a game where I do nothing but dodge abilities. Dodging is NOT hard and it doesn't feel rewarding in the least. I want complex battle mechanics where everything doesn't revolve around dodging a red circle.
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I want a challenge, not a game where I do nothing but dodge abilities. Dodging is NOT hard and it doesn't feel rewarding in the least. I want complex battle mechanics where everything doesn't revolve around dodging a red circle.
I completely Agree with this fine post. THIS is what we want to happen. I want to finish my tank, when I am not working, or being called to work, or fixing someones email because the idiots forgot to renew their domain and now the dns is pointed to timbuktoo. Great post. I want you guys, to have HUGE pretty weapons and sparkly armor or what ever it takes to make you happy.
Yoshida doesn't really know the North American mentality. We want to be challenged, not spoon fed. How many people got to level 50 ASAP, beat the primals, and then started COIL because they wanted to progress. Honestly, i don't care about graphics or funky effects. I want challenge. I'm not a kid.
DO NOT LOWER DIFICULTY. INCREASE IT. Make babies not be babies!
Let's fix the latency issues first and then address difficulty. If 'making the game harder' is going to just devolve into latency checks (i.e. titan), no thank you. If things are fixed, then perhaps it can be addressed.
Why? Hardcores get new walls to bang their head against, while casuals get a new shiny object and new subbers aren't forced to spend literally years catching up to the rest of the community. How is this a bad thing?
They got the foundation set up , but now it time to have some really good hardcore modes mixed into the casual stuff. Get it so it not all about the dps(fyi gear 10 levels above the things your doing to be accepted) and need gamers skills also added. Fix the lag stuff. Put in a boss fights that will take like 36hrs and a free company got to hold it for entire 36hrs. . for the free company your in to kill it and you only get one piece of gear drops at 50/50 chance, but other items drops 100%. and have a system in place that will allow someone to get the item fair, even if they went to bed or the leader gets it and can move to said player on the free company vote. Be a separate dungeon so other free company can do the same
No thanks, i like it the way it is, no need to get "Harder"
Contrary to popular belief, since 2004, casuals are probably more important than the hardcore crowds. These games aren't like they were in 2001, where they could get away with 50-100k subscriptions and call it a success.
WoW didn't exploded, and completely reshape the genre for the next decade because they catered to the hardcore crowd. SE wants, and needs FFXIV to be successful, so they're going to cater to the casual crowd as much as they possibly can, in every way they can. What this means, is there will always be content for everyone and that's the way it should be.
Note: I don't personally believe casual players should be rewarded on necessarily equal terms, but the game isn't going to get harder outside exclusive, optional content (ie: Hard Mode Raiding).
After reading this thread the cynic in me wonders how many of the people asking for things to not change (or become more difficult) want this because they actually 'want the challenge', and how many of them actually just sell runs through this content and don't want to have to learn a new trick to continue extorting others.
Regardless, it seems that the main storyline currently goes through these areas. If people can't do them then they are going to have to be watered down a bit. If the direction of the storyline is altered to not include things like HM then I honestly couldn't care less what happens with those fights.
And to the people using the Duty Finder to deliberately stop others from passing content- karma is a B*****.
SE said the game will have content for both play styles.
I prefer content to be more on the challenging side, require more effort and dedication but I understand that as long as SE is going to ask casual players to play their game, it is only fair to also have content that allows them to complete the storyline and be casual. The same thing goes for hardmode, if SE wants hardcore players to play, they should also have content for that customer base. I have no problem with a two path structure so everyone can find their niche but still complete the story line.
That is the exact opposite of NA mentality. The majority of NA players are entitled and want the content nerfed to the point where they don't have to pay attention to anything, half their raid can die and still win.
That being said even though I'm against nerfs, as long as there is still some content available that the casuals just cannot faceroll, then I'll be happy.
After the debacle that was people lapsing into seizures trying to kill Pandemonium Warden on FFXI after like 16+ hours they will NEVER go back to that game design.
NEVER.
You obviously never played Eve, or a lot of the other MMOs that came out around the same time frame.
The problem with a 2-path system is balancing identical content for 2 different difficulty levels along with what drops will drop inside each of them. Do you drop identical items in each? If so, then why run the harder content? Do you drop the same item with a different ilvl? If so, how big of a difference between the two should there be? WoW currently has LFR, Normal, Flex, Heroic, and a 5th that's a rare-ish drop in 25-man content as an incentive to not reduce your raid size from 25 to 10. That's five different ilvls of gear in the EXACT same tier causing a large gap in ilvl. What SE is looking to do is introduce the content at hardest level, then after a while before the next tier comes out for the more hardcore crowd they'll just adjust the content down and bring in the new harder one. You will not always be running Coil, and whether it's easier or not has no effect on content you don't run.
With the current changes to 2.1, Yoshida said the content in the game right now is to the point where it is comfortable to him. So lets hope they just continue letting it be that way.
create a casual-friendly server aka derp server that people can transfer in but not out...
/problem solved
Hence why im taking my time to lvl. I know as soon as i get to endgame and raid, theres nothing left, so most prob move on to the next mmo.
WOW was great till blizz decide to cater to the ppl TC is talking about, i left that, and evey mmo since has been the same.
DO you guys not understand, if everything is spoonfed and easy, why bother to keep playing?
I agree to reduce difficulty of the game. Since, many players have experience of latency. According to Titan Fight, many players always complain about latency. They cannot dodge his skill. Thus, it's fair enough to adjust it. Another choice, SE have to fix about latency or connection instead.
I think first choice is easy for SE :)
Easy? Did you finish all the game have to offer yet? Like Coil of Bahamut? People are still struggling with Titan Hard Mode. We are also getting Titan Extreme,, hard mode Dungeon, Crystal Tower. I think the contents is fine, it have both for casual and hardcore.
Sir, this earns a dislike [-10]. This is going the same route as FFXI(I can see it manifesting in my head).
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If you were to divide the game in three categories and call each: novice, advanced & expert levels= low, medium & high levels of challenge, a human can pretty much do on his/her own to achieve success regardless of soloing or using team work. We don't want a game on a plate.
Now, what your saying is that Yoshi-P and the DEVs plan to design new content, new "harder content" for those who want to progress to better challenge. Shouldn't that be like "Master-Level" and not just substituting new content to be expert level and down-grading old challenges to advance levels? Is that really making the game harder and bringing in the challenge? I understand the meaning of the word "challenge". It's not the same thing as difficulty, it's only the tact used to bringing success. Something hard vs something challenging is two seperate meanings!
I you make the same exact fight harder, that mean increasing the speed, the HP, the damage and times it does the already familiar moves. When you increase the "challenge", you introduce a whole new fight. There's nothing familiar about it, it's just new rotations and new moves and environments.
Bringing down the expert level of difficulty of earlier "Hard content" and setting newer content on the pedestal and calling it "Harder content", is it really going to be harder? Why does earlier content need to be "nerfed"? Do we get pacifiers as a reward for people who haven;t done it before?
Shouldn't the game evolve and feel like its progressing and aiming high( I mean real high!)?
When a child graduates from high-school, he/she is no child anymore... their young adults going to college.
Not exactly sure what you're getting at here, but they've shown in the past that their hard and extreme modes are never just the same fight with everything hitting harder or more frequently. Ifrit Extreme and Nael van whatshisname hard in 1.0, despite taking place in the same arena as previous versions and having some of the same moves, were completely different fights and couldn't be approached in the same way.
I can't imagine the four new dungeons being hugely difficult but extreme mode primals will be I'd guess.
I find it funny how the elitists seem to think hardcore equals superior more skilled players, and that casual equals inferior players. No, sorry to break it to you but hardcore means you just have a heck of a lot of free time. I'm not knocking anyone for it, but it doesn't take skill to run Prae 100 times a day to get full DL. It takes time.
I think for you to complain about them making areas of the game easier is just selfish. If you are one of these hardcore elitists then by the time they end up nerfing Titan HM etc. you will have already beaten it many times over anyway and will be onto the newest challenge. So why does it bother you? They have already stated that Coil will be nerfed. However this won't be until there is the newest big challenge for the hardcore gamers, so again, it does not effect you.
Until they say "Hey the guy who plays 2 hours a week says Coil is too hard, so we're going to make it easier!" I really don't understand what the problem is.
Dear SE, FIRST make the game PLAYABLE* then you can start thinking on vanalities like it's difficulty level.
Not to confuse both terms.
The real problem here is another and has been said many times. But you know, when the wise man points to the moon some still looking at the finger.
When you react and the things in your screen are not responding or doing it late there is no difficulty issue.
I really would like to be able to face a challenge on the game and strive to overcome with no obstacles on the way.
So far i couldn't judge game difficulty because the game is not allowing me to do so.
I think making content accessible is most important. Making a group, or finding a group should not be the challenge.
I also think catering to all groups is the best course of action. That includes those new to the Final Fantasy franchise, and the online experience.
I also would like that difficulty level was as high as possible (as long as the server infrastructure allows, which is not the case).
But for some reason this post sounds to me like the sort of selfish tantrum of: "I already have my shit and don't want others to the get the same coz i'd feel less important" Which is in what an MMO consist at the background..
If in addition others are going to get the same easier I'd also feel like a fool..
The same kind of behaviors that make that today (10/31/2013) 41% of the world's wealth is held by 1% of the population and 68.7% of the world population live with only 3% of global wealth.
please, stop this shit already
What I meant to say is keep the dificulty the same for low/high level content with the introduction to newer challenges. Simple. (I should've said that in my first post,lol)
Difficulty (as in easy, hard and extreme)
I mean, the developers know these terms and how they are used. They program/ design it! It's like the primal fights. They add more stress to the battles.
NERFED: They did this with FFxi's Chains of Promathia. The promies was a nightmare to get through. What did SE do, they made it easy-mode(lifting the level30-cap) because people were'nt getting help for it and you basically "coughed yourself" through it at level 75~99.
I wouldn't have mind so much because it was old content and even though noone wanted to do it it would've been revisited eventually for the challenge(but you can always take a level 30 character there to do it). People spead through the CoP story line and some fights were still HARD/challenging to solo, you still needed a group(and that was GOOOOOD).
Challenge (as in novice, advance and expert)
This is the cream of the crop, though not hard for some, just within the intellectual range of understanding & skill. You can have all the coolest gear but if you can't understand a puzzle and solve a problem, you can't win. It's strategy that completes the mission or fight.
One free company has cleared Binding Coil. One. O-N-E. Ichi, un, ein, uno. ONE! Here's the problem with what I quoted and what you seem to ignore (or actually see and just don't care) is that if this is the kind of clear record to expect and you want increases then eventually content will come out that even you cannot clear. A phrase I hear around here at work is "everyone is promoted to their highest level of incompetence" because no matter how good you are eventually everyone reaches a point where they're incapable of performing at the level expected of them. This includes you, no one is immune. No new MMO can maintain enough subscriptions to maintain development and upkeep if they cater solely to the hardcore playerbase. No one wants to pay a monthly fee for a game they can't play, and content forever out of reach is nothing people want to shell out $10-$15 a month for.
I agree, it does sound that way. I can't speak for how difficult or easy end game dungeons are. Well, unless the difficulty is set by red circle lag. Just did my 3rd AV as a WHM, there was absolutely no lag what so ever, so the dungeon seemed easy as cake. If I had experienced the fast-forwards lag that sometimes spikes in dungeons, I would be raging about how hard it was to beat seeing as you can't afford to fast-forwards as a
WHM or someone ends up iced and pray its not the tank cause then its most likely curtains. It's funny though, there are so many people who most likely want more difficulty to stunt others from obtaining the gear they played 24-7 to get, but those are probably the same people who bad-mouth and bully those not wearing full darklight or AF +1 in something like CM.
tl;dr Get rid of the Latency difficulty setting. /begin sarcasm - Then we can wonder about making dungeons so hard that only retired people and people living in their parents basement can complete them. /end sarcasm.
I agree. Especially with Titan, I actually felt like I accomplished and earned my Relic when we downed him.
The problem here is that the developers think there are two main types of players:
-Those who have a lot of time to dedicate to the game and want challenging content to go along with it.
-Those who don't have a lot of time to play and want a more relaxing experience.
However, there are really FOUR main types of players
1. Have a lot of time + Want a challenge
2. Have a lot of time + Want something relaxing to play
3. Don't have a lot of time + Want a challenge
4. Don't have a lot of time + Want something relaxing to play
Nerfing the old content as new content is added completely ignores #3, I'm not saying they should NEVER nerf old content, but at least wait for a couple of content updates before starting to.
SE need to do two things
Fix the server latency to make fights like Titan fairer
Make contents harder in general, which requires more retries and work, even for casual players.
Well they can't do a lot for latency because servers are in US/Canada what they need to do is servers for EU. Titan isn't that hard boss, but when you got freaky pings it's from time to time simply impossible to dodge. Multiple times have run and seen people running out of plume easily to still take dmg from it and same goes for landslide. I'm currently using WTFast which helps a lot, but can't do miracles, makes boss like Titan HM possible though.
One thing should also be added is avarage item level caps. In Titan you should have atleast around 3400hp as dps/healer, but saw multiple times players under 3k using gear under lvl 50 without any parts of darklight.
A nerf would only be required for titan because of latency tbh.
You, me and many others might be able to dodge 99.9% of the time, but there are alot of people who are having real trouble.
Please Make Bahamut unbeatable if you releas him.. like every move is totally randome no learning of patterns, superior HP 1 Hit kills really fucking hard I mean. Everyone needs to pay attentio for at least the whole fight.
So it will be truly epic to kill him. Noone will tell you to have epxerience because all his Attacks are randome you can only know what he has made a super wide area of Attacks. So noone can ever predict what attack is going to be next.