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  1. #1
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    Perrin_Aybarra's Avatar
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    Rand Al'thor
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    Quote Originally Posted by Demacia View Post
    Uncapped is for casuals. Isn't this game casual enough? Minus the grind that is.
    I don't think uncapped is for casual or that capped is for hardcore. Being casual doesn't mean you want everything handed to you on a silver plater for little to no effort. Capping missions/dungeons/etc. would not turn casual away more than leaving it uncapped. The difficulty is increased yes, but it is not more time consuming than intented, in this case 60 min. What casual usually don't like are things that takes too long to complete in one play session. Not wanting a challenge is not part of being a casual.
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  2. #2
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    Quote Originally Posted by Perrin_Aybarra View Post
    Not wanting a challenge is not part of being a casual.
    Of course it is. If you just want to clear a game without putting in some time to actually be decent at it, you're casual. I'm not trying to advocate the hardcore elitist PROGAMERZ mentality but what's the point of having a "challenging" dungeon with good rewards if any scrub can just ask a R50 to run them through the dungeon to get the same drops as a well organized R25 group of decent players? ESPECIALLY if these dungeons ever become tied to the storyline and are required to advance. Good players should earn good rewards, it shouldn't just be thrown at you because you can find a couple of high levels to clear the way for you.

    Dungeons should be capped. Battlefields (if they are ever implemented) should also be capped. They can just scale a R50 with full R50 gear down to a R25 equivalent.
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  3. #3
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    Perrin_Aybarra's Avatar
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    Quote Originally Posted by Demacia View Post
    Of course it is. If you just want to clear a game without putting in some time to actually be decent at it, you're casual. I'm not trying to advocate the hardcore elitist PROGAMERZ mentality but what's the point of having a "challenging" dungeon with good rewards if any scrub can just ask a R50 to run them through the dungeon to get the same drops as a well organized R25 group of decent players? ESPECIALLY if these dungeons ever become tied to the storyline and are required to advance. Good players should earn good rewards, it shouldn't just be thrown at you because you can find a couple of high levels to clear the way for you.

    Dungeons should be capped. Battlefields (if they are ever implemented) should also be capped. They can just scale a R50 with full R50 gear down to a R25 equivalent.
    I am all for the cap don't get me wrong on that ^^ just pointing out that doesn't mean that a casual person wants to be ran through a dungeon by a level 50, that's lazy people. Not having much time to play doesn't equals wanting easy stuff. It's a misconception. Easy stuff are for spoiled kids, Challenging content is for real gamer either hardcore players or casual. That's my view on it anyways.
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  4. #4
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    Quote Originally Posted by Perrin_Aybarra View Post
    I am all for the cap don't get me wrong on that ^^ just pointing out that doesn't mean that a casual person wants to be ran through a dungeon by a level 50, that's lazy people. Not having much time to play doesn't equals wanting easy stuff. It's a misconception. Easy stuff are for spoiled kids, Challenging content is for real gamer either hardcore players or casual. That's my view on it anyways.
    If you can't spare an hour or two to run a dungeon should you really be playing MMOs? I just don't think it's healthy for a game like this to be catered to people to only play for an hour a day.
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  5. #5
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    Quote Originally Posted by Demacia View Post
    If you can't spare an hour or two to run a dungeon should you really be playing MMOs? I just don't think it's healthy for a game like this to be catered to people to only play for an hour a day.
    That is another debate which I am a bit torned to be honest. I think MMOs at the core are not meant to be played if you are not willing/able to put in of your time to accomplish things. But I also think that challenge =/= time sink or time grind all the time. I think there can be a balance and a game can offer things that are both challenging and not time consuming (one hour is not time consuming in my opinion, and even two hours seems casual to me) and stuff that are challenging and takes longer, and even things that are easily done as well but maybe more time consuming (like things that you do daily that leads to a bigger goal). But this is not the thread to discuss it ^^ But I tend to agree with you regardless.
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  6. #6
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    Quote Originally Posted by Perrin_Aybarra View Post
    That is another debate which I am a bit torned to be honest. I think MMOs at the core are not meant to be played if you are not willing/able to put in of your time to accomplish things. But I also think that challenge =/= time sink or time grind all the time. I think there can be a balance and a game can offer things that are both challenging and not time consuming (one hour is not time consuming in my opinion, and even two hours seems casual to me) and stuff that are challenging and takes longer, and even things that are easily done as well but maybe more time consuming (like things that you do daily that leads to a bigger goal). But this is not the thread to discuss it ^^ But I tend to agree with you regardless.
    Oh I agree that a huge timesink doesn't mean a challenge, but I do like it when players take the time to learn how to properly play a game in which their skill directly affects my progress (being a team-oriented multiplayer game and all). My issue is that if the dungeon has a time limit of an hour, what's wrong with a R25 group taking 45-60 minutes to clear it, have a rough time but score the win and the drops in the end as opposed 3x awful R25 players and their beastly R50 friend who just steamrolls the dungeon for them in 15 minutes for the same drops and rewards.

    Like I said before part of the reason people liked XI's Chains of Promathia expansion was that boss fights/dungeons were level capped but progressively got higher the further into the story you went until it finally becomes uncapped. It was really challenging and the boss fights all took a degree of strategy (and overpowered party builds) to win, but they removed it and now an extensive and difficult storyline that actually took effort and teamwork before can be practically solo'd in a couple of days. I don't want the same to happen with XIV, not for another 10 years at least (assuming the game even lasts that long).
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  7. #7
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    Perrin_Aybarra's Avatar
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    Quote Originally Posted by Demacia View Post
    Oh I agree that a huge timesink doesn't mean a challenge, but I do like it when players take the time to learn how to properly play a game in which their skill directly affects my progress (being a team-oriented multiplayer game and all). My issue is that if the dungeon has a time limit of an hour, what's wrong with a R25 group taking 45-60 minutes to clear it, have a rough time but score the win and the drops in the end as opposed 3x awful R25 players and their beastly R50 friend who just steamrolls the dungeon for them in 15 minutes for the same drops and rewards.

    Like I said before part of the reason people liked XI's Chains of Promathia expansion was that boss fights/dungeons were level capped but progressively got higher the further into the story you went until it finally becomes uncapped. It was really challenging and the boss fights all took a degree of strategy (and overpowered party builds) to win, but they removed it and now an extensive and difficult storyline that actually took effort and teamwork before can be practically solo'd in a couple of days. I don't want the same to happen with XIV, not for another 10 years at least (assuming the game even lasts that long).
    amen to that ^^ I think they removed it in FFXI because it was kinda old content now and irrelevant since they upped the max level to 99. When the max level was 75, it was relevant to keep a cap because the rewards you get from it were still good. Now at 99 I am not sure (but I cannot say because I am not playing anymore). But I think they should of left them there still, I would probably be playing again if they would have :P
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