From all thread that asking content (hardcore vs casual) : sum up objectiveto SE
From so many threads that have been repetitive and never get anywhere due to argument.
I would like to sum up the objective of each group:
Hardcore demand : a challenge content, that is actually hard. Something that feel like achievement because not everyone can complete.
Casual demand : a challenge content that require low time consuming to clear. They believe to have player skills from all kinds of other games they used to play and don't mind a hard content, as long as it doesn't take too much time to complete.
SE demand : a content that is time sink for player to continue playing.
Let's make this good for everybody :
What about a challenge content that is not require so much time to complete, but very hard that not everybody could beat to let hardcore actually feel like achievement? SE could get time sink goal via "practice" or "tries to win" instead of time sink from "days of repetitive to get drop" "days of waiting to get NM pop". This will make everyone happy.
The closest challenge I could have think of, from SE previous work, is secret boss battle in Kingdom heart (2-F-mix). It is a kind of epic battle that require player skill more than gear, and the actual battle doesn't take too long time, if you don't get time sink result from losing and retrying.
However, even if it is that hard, it won't be enough in MMO, eventually everybody will beat it soon with a few tries. To make it actually work in MMO, you have to add "teamwork" aspect into it so that if someone fail a little off, then the team actually wipe. (Ifrit allow too many fail, thus too easy) Considering this require perfect run that everybody must perform together would make this actually worthy achievement. The chance to perform perfect run together by 8 people will be obviously low, this allow time sink that SE need. And of course, for casual, they can win if they have skill, and never win if they just simply bad.
Note: I agree that due to server respond time, the hard that come from dodging won't be a good measurement here. SE need to come up with some other way to make up for this, while leave the dodging fest content to 2.0 when server is fast respond.
i'm trying to make this clear
As an "hardcore" player myself, i'll try to give a good idea of what i call difficulty.
Difficulty means teamwork.- Have fights that requires several class types, not only BLM or only LNC+BLM
- The fight must provide each class with a way to be usefull. For example, a boss would be temporarily insensitive to offensive spells while at the same time taking extra damage from PUG Weapon Skills, etc.
- Have fights that requires actions from only a certain kind of Disciples, for example at a certain moment only disciples of Magic can activate that switch on the wall to create a shield that absorb damage, or at a certain moment only Disciples of War can walk on a plate on the floor that opens a door, etc.
Difficulty means preparation:- Have Bosses randomly casting a certain magic. For example, a boss can cast Water or Lightning spells and this is determined by its color when you enter the arena. That means people need to have 2 sets of equipment in their inventory to protect themselves from each magic.
- Have bosses sucking MP or TP, so you need to bring in potions.
- Since bosses will use WS, have counter -WS, so people need to have that particular WS in their action bar to not take damage.
Difficulty means rewards:- random loots from a loot table is so out-of-date and old-fashioned, please stop with it.
- Have people choose which item they want if they succeed, but then only ONE item will be given.
- Provide players with a way to be proud of their accomplishement other than equipment, should it be a Title "Slayer of Ifrit", a pet like in WoW, a pure cosmetic equipement (a helmet that looks like the Head of Ifrit), or even the possibility to transform your character into Ifrit itself why not ?
- As for more "casual" players, or less equiped or less skilled maybe, provide them with the possibility to get the same items but at a much slower pace. For example, everytime you fight boss X but loose, you gain 1 point. One item costs 50 points, etc.
This is just 0.1% of what is possible to do, and it all depends on their game engine and easyness of scripting things. We will have a better idea of what the devs are capable to do with the engine in the next few months i guess.