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  1. #1
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Cidolphus View Post
    Blah blah blah blah blah blah.

    Maybe it takes you 1 week to complete the content because you spend every moment of your free time playing, but for the rest of us who have work, lives, ambitions, talents, friends, and other hobbies, well, it won't. Promise.

    And anyway, I'd rather repeat dungeon crawls over and over than leves. Wouldn't you? Or will nothing satisfy you except your precious FFXI?

    On another note, I find your snobbery to be unattractive and superlatively lame. Find something more elevated to snob about, like wine or culture. As far as the whole WoW/FFXIV debate goes...ugh. Again? Creating a game to be easily playable and less restrictive doesn't make it a shitty game; quite the contrary. And before you start on about how all of the confounding rules and regulations of a grind-fest MMO make it a more complex game, stop. Think. Is chess complicated? No. It's easy to learn, but it's difficult to master--in other words, it's complex. Unlike FFXIV in its current state. Frankly, I'm glad FFXIV is going more user friendly. For a while there, it was about as complex and rewarding as Maplestory. But more complicated.
    Your views on hardcore honestly are irrelevant. But if someone can complete all the content in a week by spamming it non-stop it is poor game design. A mmo must be unbeatable by both hardcore and casuals, if it is not is simply must be considered seriously lacking in content.

    We hardcore are upset because we feel with no limit, the game will never have enough valid content... there for always be a game where it forces us to quit for months at a time waiting on content. This is an issue in many games, while it is ok for casuals like those you described who play a online game for a few hours a week. For a gamer it is simply not enough.

    The limit does not have to be a time cooldown, link it to the company related activities or something. Make it like you need X company current to buy a token which lets you enter the dungeon or something. This makes you focus, makes you do all the content added, makes you not spam 1 thing non-stop. You know tie the various game elements together, was one of the great things XI did.

    In the current form I can guarantee you this will happen. Cap level players will spam the crap out of the dungeons. If the drop rates are decent people will rage the content is a joke like the NMs are. If the drop rates are not decent... it will piss off the casuals and the hardcores will get burnt out form spamming it and quit anyways...lose lose there.

    The main issues in the game are balancing the limiting factors... leves are main source of leveling so limiting those is bad, dungeons are endgame not limiting those at all means you spent 3 months of work for potentially 1-2 week of content..... that is really really bad.

    The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access.

    All reward and no work will lead to the game simply crashing and burning. SE has to imbue a feeling of true accomplishment into the game... or it simply stands no chance. Cheap thrills or unchallange material that simply rewards us for playing the game will not work.
    (1)

  2. #2
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Xatsh View Post
    Your views on hardcore honestly are irrelevant. But if someone can complete all the content in a week by spamming it non-stop it is poor game design. A mmo must be unbeatable by both hardcore and casuals, if it is not is simply must be considered seriously lacking in content.

    We hardcore are upset because we feel with no limit, the game will never have enough valid content... there for always be a game where it forces us to quit for months at a time waiting on content. This is an issue in many games, while it is ok for casuals like those you described who play a online game for a few hours a week. For a gamer it is simply not enough.

    The limit does not have to be a time cooldown, link it to the company related activities or something. Make it like you need X company current to buy a token which lets you enter the dungeon or something. This makes you focus, makes you do all the content added, makes you not spam 1 thing non-stop. You know tie the various game elements together, was one of the great things XI did.

    In the current form I can guarantee you this will happen. Cap level players will spam the crap out of the dungeons. If the drop rates are decent people will rage the content is a joke like the NMs are. If the drop rates are not decent... it will piss off the casuals and the hardcores will get burnt out form spamming it and quit anyways...lose lose there.

    The main issues in the game are balancing the limiting factors... leves are main source of leveling so limiting those is bad, dungeons are endgame not limiting those at all means you spent 3 months of work for potentially 1-2 week of content..... that is really really bad.

    The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access.

    All reward and no work will lead to the game simply crashing and burning. SE has to imbue a feeling of true accomplishment into the game... or it simply stands no chance. Cheap thrills or unchallange material that simply rewards us for playing the game will not work.
    the game can be challenging without requiring us to wait x amount of days before we can do something....
    (4)
    Healer strike is ridiculously foolish and accomplishes nothing

  3. #3
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Dubont View Post
    the game can be challenging without requiring us to wait x amount of days before we can do something....
    This is what my post states, a time limit is not the best option. Do not limit it by time, but it needs to be limited.

    From my post
    "The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access."
    (0)

  4. #4
    Player
    Balbanes's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    487
    Character
    Osarion Durai
    World
    Durandal
    Main Class
    Thaumaturge Lv 39
    Quote Originally Posted by Xatsh View Post
    Your views on hardcore honestly are irrelevant. But if someone can complete all the content in a week by spamming it non-stop it is poor game design. A mmo must be unbeatable by both hardcore and casuals, if it is not is simply must be considered seriously lacking in content.

    We hardcore are upset because we feel with no limit, the game will never have enough valid content... there for always be a game where it forces us to quit for months at a time waiting on content. This is an issue in many games, while it is ok for casuals like those you described who play a online game for a few hours a week. For a gamer it is simply not enough.

    The limit does not have to be a time cooldown, link it to the company related activities or something. Make it like you need X company current to buy a token which lets you enter the dungeon or something. This makes you focus, makes you do all the content added, makes you not spam 1 thing non-stop. You know tie the various game elements together, was one of the great things XI did.

    In the current form I can guarantee you this will happen. Cap level players will spam the crap out of the dungeons. If the drop rates are decent people will rage the content is a joke like the NMs are. If the drop rates are not decent... it will piss off the casuals and the hardcores will get burnt out form spamming it and quit anyways...lose lose there.

    The main issues in the game are balancing the limiting factors... leves are main source of leveling so limiting those is bad, dungeons are endgame not limiting those at all means you spent 3 months of work for potentially 1-2 week of content..... that is really really bad.

    The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access.

    All reward and no work will lead to the game simply crashing and burning. SE has to imbue a feeling of true accomplishment into the game... or it simply stands no chance. Cheap thrills or unchallange material that simply rewards us for playing the game will not work.

    While I do agree with your point, let's (everyone) do remember that These changes are just the beginning.
    (2)

  5. #5
    Player

    Join Date
    Jul 2011
    Location
    Ul'dah
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    70
    Quote Originally Posted by Xatsh View Post
    Your views on hardcore honestly are irrelevant. But if someone can complete all the content in a week by spamming it non-stop it is poor game design. A mmo must be unbeatable by both hardcore and casuals, if it is not is simply must be considered seriously lacking in content.

    We hardcore are upset because we feel with no limit, the game will never have enough valid content... there for always be a game where it forces us to quit for months at a time waiting on content. This is an issue in many games, while it is ok for casuals like those you described who play a online game for a few hours a week. For a gamer it is simply not enough.

    The limit does not have to be a time cooldown, link it to the company related activities or something. Make it like you need X company current to buy a token which lets you enter the dungeon or something. This makes you focus, makes you do all the content added, makes you not spam 1 thing non-stop. You know tie the various game elements together, was one of the great things XI did.

    In the current form I can guarantee you this will happen. Cap level players will spam the crap out of the dungeons. If the drop rates are decent people will rage the content is a joke like the NMs are. If the drop rates are not decent... it will piss off the casuals and the hardcores will get burnt out form spamming it and quit anyways...lose lose there.

    The main issues in the game are balancing the limiting factors... leves are main source of leveling so limiting those is bad, dungeons are endgame not limiting those at all means you spent 3 months of work for potentially 1-2 week of content..... that is really really bad.

    The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access.

    All reward and no work will lead to the game simply crashing and burning. SE has to imbue a feeling of true accomplishment into the game... or it simply stands no chance. Cheap thrills or unchallange material that simply rewards us for playing the game will not work.
    I agree that there should be more content. I'm just saying that these dungeons are a good start. Besides, we all need an "amusement park attraction" while we wait for SE to build upon the foundations it lays in 1.18, if only to do something other than damned leves. Until the battle and crafting systems are fully formed and fleshed out, good content can't exist. Content will need to be balanced for whatever battle, crafting, and gathering systems they eventually create.

    But we're on the right track!
    (1)