I love how you apologize like you're being hurtful.
LEARNING?
What is there to learn in a tank and spank?
WHAT!?
I never said this. Straw man argument.
^--Works both ways.
Okay now I'm done. See ya!![]()
I love how you apologize like you're being hurtful.
LEARNING?
What is there to learn in a tank and spank?
WHAT!?
I never said this. Straw man argument.
^--Works both ways.
Okay now I'm done. See ya!![]()
See ya too ^^
Ya but people hitting a roadblock, then playing less and less because they're frustrated and see no way around that roadblock is exactly the problem we're trying to address. And it sounds like you have personal experience with that, so in cases like this I rather these players see something on the horizon that lets them know that eventually, at their skill level they will be able to clear that content.I don't need to force myself and progress and stress over it. If there is a roadblock there that stops the people I play with from progressing I can do my best to pull more weight or simply accept that the roadblock is there and the party will eventually break and all I can do is simply put that time into something else which is what I've been doing. I didn't have much to do between 2.2-2.28 once I finished my Animus outside of that all I had was beast tribe dailies and soldiery farm then nothing but free time for me to play other games inbetween.
It might take a bit more work (ATMA farming, farming gil for better gear/materia, etc) but eventually! Right now there is no light at the end of the tunnel for these guys, and they'll leave, there's plenty of MMOs out there, but I don't want to see FFXIV fail. Now with the JP post the OP translated, seeing the agreement and constructive arguments here, I have a renewed sense of optimism, that heck if we're making a big deal out of this on both sides of the pacific, maybe they'll listen.
And once again we're not asking for drastic changes, we are asking for a balancing of some mechanics, "mechanics" that insta-kill now should still be "mechanics" that insta-kill now, but one day with proper gear they "won't insta-kill". So maybe they become auto-dodgable, or when you have a certain iLvl they should do 25% less damage/knockback whatever. If casual players knew that, they would be a lot more eager to reach that iLvl/dodge skill and try again.
Last edited by Litre; 06-05-2014 at 04:48 PM.
That I agree with and I stated it in the start of this thread that one of the ways to address this issue is to simply make separate content as long as it gets released evenly and consistently with the other content.Ya but people hitting a roadblock, then playing less and less because they're frustrated and see no way around that roadblock is exactly the problem we're trying to address. And it sounds like you have personal experience with that, so in cases like this I rather these players see something on the horizon that lets them know that eventually, at their skill level they will be able to clear that content.
I simply stated my personal experience because I know I can cope with it but I agree expecting others to do so as well, since money is involved, wont work out so well. There's no consistent gain but constant delay in trying to address that demograph of players.
Yeah there isn't. There's many ways to address this easier but the issue will always arise that those "hardcore" players and especially "elitist" are not gonna enjoy seeing casual and mainstream players get loot because they don't deem that they deserve it and it's an impossible issue to tackle because they wont compromise. As far as I've noticed the majority end up agreeing with "get good or take a hike" and that's a bad mentality to have since it kills communities.It might take a bit more work (ATMA farming, farming gil for better gear/materia, etc) but eventually! Right now there is no light at the end of the tunnel for these guys, and they'll leave, there's plenty of MMOs out there, but I don't want to see FFXIV fail. Now with the JP post the OP translated, seeing the agreement and constructive arguments here, I have a renewed sense of optimism, that heck if we're making a big deal out of this on both sides of the pacific, maybe they'll listen.
One of the simplest solutions would be to have some way to "nerf" bosses or "buff" a group.And once again we're not asking for drastic changes, we are asking for a balancing of some mechanics, "mechanics" that insta-kill now should still be "mechanics" that insta-kill now, but one day with proper gear they "won't insta-kill". So maybe they become auto-dodgable, or when you have a certain iLvl they should do 25% less damage/knockback whatever. If casual players knew that, they would be a lot more eager to reach that iLvl/dodge skill and try again.
As an example lets say that in turn 6 there were 2 paths which the group can take instead of going straight for Rafflesia. 1 of them buffs the group, akin to giving echo. The other you simply block the bee's from appearing or there's a way to get Rafflesia to lose those devour stacks.
The downside is that it take time as one would need to deviate from the path to go tackle those optional objectives and they only last for a certain amount of time. Aside from taking longer to start the boss fight you also get penalized by losing a piece of loot in the process.
Yet I doubt this idea will swing. Since those hardcore will feel like gear is being handed to bad players. Yet it's just an idea to try and address the issue. Sadly there needs to be a way to get "hardcore" and especially "elitist" to come to terms in agreeing with something justifiable.
Last edited by Gormogon; 06-05-2014 at 05:21 PM.
It's called being polite
Aiatar (Brayflox story mode) is a tank and spank fight. Yet there are a few gimmicks to know (OMG poison pools, gotta move)
On a certain extent, Ultima is also a tank and spank. HM version has a tank swap, and there are a few things to dodge, but mostly you just hit a dummy while some shit happens around. Especially in the phase with no primal power.
Tank and spank isn't necessarily a joke. Mobs usually hit really hard and you have to keep up with tanking, healing and dealing enough dps to get the shit done before no mp/CDs left. And at equal gear the fight remains hard no matter how many time you did it.
from what I can see, wildstar is trying to become "the most hardcore raid game ever" with..... only insta death mechanics. FFXIv has nothing to worry about losing people bored of the system to wildstarYa I don't agree with the OPs suggestions, but the issues he brought up are too true to ignore. We are going to bleed players to Wildstar and the likes unless we do something to appease the casual/mainstream players stuck on Titan or whatever. Making content more accessible over time through something more comprehensive than just echo buffs is a start.
Last edited by Kuwagami; 06-05-2014 at 05:07 PM.
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