Page 2 of 2 FirstFirst 1 2
Results 11 to 17 of 17
  1. #11
    Player
    Litre's Avatar
    Join Date
    Oct 2011
    Posts
    141
    Character
    Litre Taregant
    World
    Durandal
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Enkidoh View Post
    Because it's convenient. In the same way, people teleport because it's convenient. You don't have to rely on it, but it's there if you wish to use it.
    This argument was used many times and was hashed out pretty thoroughly here, I'm boring "my" quote from another poster, along the same vein though: http://forum.square-enix.com/ffxiv/t...=1#post2302492

    Quote Originally Posted by Litre View Post
    ... to illustrate that the same argument people use against the convenience of teleporting, can be applied to any feature in the game that affects exp/hour gain. [...]
    For example:
    Proposal: I don't like X convenience (time saving feature: teleports/FATE grinding/duty finder), because it diminishes my sense of immersion, enjoyment, skips content, etc
    Argument: Ha! I love that convenience, if you don't like it, just don't use it, nobody is forcing you to use it, so why is it a problem/needs to change

    I'm just arguing that the above argument is flawed, because I can extend it to anything, including increased exp gain conveniences ranging from little things like food (OK) to not ok (eat this food for free exp, pay to win?). Because if they added food that gives exp, would you think it's wrong? If they said, "well if you don't like it, don't buy the food!". Ok maybe it's expensive, what if it wasn't? They can still use that flawed argument, don't buy it if you don't want to!

    It's what sparked me to write the OP, anyways people always choose the path of least resistance, and it's not sufficient to just argue: If you don't like this convenience, just don't use it, no one is forcing you to,

    There should always be a set progress (exp/gil)/hour limit, it's poor game design to have a bunch of ways to gain exp that are way easier, but detract from the game. I for one (and I know not everyone) feel that it detracts from the game. And well what I'm proposing goes further than just nerfing teleports for the sake of the larger game world, but also exp gain, increased risk and much more. But I prefer this over a bland, uninteresting world with no challenge except a few instances, this is more like team ropejumping.

    And I know it's only a smaller proportion of us that actually want "Final Fantasy Slow/Hard Mode", so why not give us a server to try it on, it'd stop a lot of whining here for sure, because I hear the same things over and over again... SQEnix needs to just accept that they can't make everyone happy with one model.
    (1)
    Last edited by Litre; 07-26-2014 at 12:52 PM.

  2. #12
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Quote Originally Posted by Phyllo View Post
    3/dying only make you lose a possibility to obtain an atma, considering the chances you have to get one and how hard it is to die in these fates.... no atma still has nothing to do with it.
    Actually, you can get an atma while dead, just as long as you had contributed enough already to the FATE before dying.

    Quote Originally Posted by Litre View Post
    Snip
    And like people have already pointed out to you in the other thread you're comparing two very different things. One is the rate you accrue experience and how that affects game balance. The other is the ability to move around the world. And hunts non-withstanding, teleports allowing more freedom of movement to players is hardly unbalanced.

    This is a very valid example where "don't use it if you don't want to" applies. I know, because I run to where I want to go almost always.
    (1)
    Last edited by Gilthas; 07-26-2014 at 01:13 PM.

  3. #13
    Player
    Litre's Avatar
    Join Date
    Oct 2011
    Posts
    141
    Character
    Litre Taregant
    World
    Durandal
    Main Class
    Gladiator Lv 50
    I'm sure you're in the camp where you don't see why it's such a big deal, and that's fine, the majority don't see why it's a big deal, but the OP and I and many others do feel that the detrimental effect it as on immersion, the size of the world and engagement in the world. We try not to use it, but it's so easy and we have so much gil it's hard not to, on the other hand I feel less and less engaged with the game, because it no longer feels like a vibrant amazing world, but rather a theme park - there is no engagement at that point. Cheap thrill rides and no real depth.


    And as I have vehemently responded to, and pointed out, they are not so different as to call it apples and oranges, in fact teleports have a direct effect on exp gain by increasing the time it takes to get to an exp zone and back to town, just a very small one. But small or big, the argument, "just don't use it isn't a very good one", especially when some of us believes it ruins the sense of the scale of the world as one way to put it.


    If you told me to draw the map of Eorzea, I have no idea which zones go next to which zones, I don't recognize valleys or mountains and can't imagine the world, so it's no surprise to me why I feel so un-immersed and un-engaged, I really don't care. I sit in town, and play slot machines all day. I rather play a MMO in a world I can visualize, and feel accomplished when I do something, and worry about running into something that can kill me around the next corner. And most of all I want to play this game with other people who prioritize the same things I do and work to achieve things in a harsher, more real world.
    (0)
    Last edited by Litre; 07-26-2014 at 01:42 PM.

  4. #14
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    I'm sorry, but that really sounds like a personal problem than a real issue with the game.

    Like I said, I mostly run to everywhere in the game. I don't feel any need to greatly decrease the mobility of everyone else just because you "fall to temptation" and use teleports. Same thing with wanting to force players to run to the actual dungeon to enter it instead of being able to enter from any part of the world.
    (1)

  5. #15
    Player
    Litre's Avatar
    Join Date
    Oct 2011
    Posts
    141
    Character
    Litre Taregant
    World
    Durandal
    Main Class
    Gladiator Lv 50
    It is a minority problem, not a personal, I'd say about 5-10% of the player base would consider a more serious game (just pulling numbers out of the air), don't forget I'm not necessarily arguing against the status quo, and you're not arguing directly with my points anyways so that's fine.

    I'm saying there is decent enough group of players who continually complain on these forums that it should be considered to make servers for these players, we won't know how many players would consider such a server, but I don't think it'd hurt much to try. I would definitely move, some players may be too attached to their friends etc, but others are itching for a more engaging game that capitalizes on what FFXI did right, and still allow us to enjoy the world of Eorzea.
    (0)

  6. #16
    Player
    Eissels's Avatar
    Join Date
    Aug 2013
    Posts
    152
    Character
    Faedra Braddock
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Litre View Post
    And I know it's only a smaller proportion of us that actually want "Final Fantasy Slow/Hard Mode", so why not give us a server to try it on, it'd stop a lot of whining here for sure, because I hear the same things over and over again... SQEnix needs to just accept that they can't make everyone happy with one model.
    Quote Originally Posted by Eissels View Post
    You have to consider the amount of work required for the profit it would give in turn. The bottom line is, how many people are quitting because the world isn't hardcore enough? How many people would join back up for a hardcore world?

    And then, how much revenue would that be compared to the maintenance to update/maintain that world? I know a lot of people on the forums talk about it, but the forums are very much vocal minority.
    /10character
    (1)

  7. #17
    Player
    Litre's Avatar
    Join Date
    Oct 2011
    Posts
    141
    Character
    Litre Taregant
    World
    Durandal
    Main Class
    Gladiator Lv 50
    Good questions, how many people are quitting? A recent translated thread showed that interest is waning, and the idea of a separate server with different adjusted parameters is not new either. I myself see less and less players, a few come back to check out the patch, but many share my same gripes. It's a theme park MMO, I didn't really sign up for this, ah frontline was fun! But everything else, unengaging, some like it some don't.

    Maintaining a world is fine, I'm a software engineer myself, they just scale out more worlds as needed and having an experimental world isn't that bad - especially since we're not asking for major changes, you need to set it up initially, everything else is scripted.


    As long as it has enough players, and maintains our interest it'll pay for itself, it would be an important and much needed experiment, because at the moment all we can do is guess. I think there will be an initial draw to players, especially older FFXI players, they have their statistics, if it keeps players who currently play less, more engaged, it'll say a lot.
    (0)

Page 2 of 2 FirstFirst 1 2