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).