People need to stop and think for a moment what they're asking for.
I mean really think about it.
Take a look at the level of difficulty in Leviathan/Ramuh hard vs the "other" hard mode primals. Then take a look at all of their extreme counterparts.
The number of mechanics used in Leviathan and Ramuh hard are ridiculous by comparison, almost none are used. They do not teach you much about their mechanics at all on your average first run through them. They even use less mechanics than Ifrit, Garuda, Titan, or Moogle. They teach you almost nothing.
We've now got people on the forums complaining that the fights in the game (whilst leveling up and unlocking content at end game) do not prepare you for Twintania or other end game fights.
We also have people complaining that no one does these fights (Leviathan/Ramuh hard) anymore because once they've completed it, they've no reason to do so, resulting in larger queue times. It's become so apparent this is the case that the devs even addressed this in one of the recent live letters.
Is this what you want? That's exactly what you're asking for, a fight with no rewards, no reason to do it after the first time you've completed it, a fight that doesn't even teach you.
Asking for all this broken, watered down content is only really harming the game. Instead of encouraging you to learn and improve, it's going to turn the player base into an idiocracy, where no one can really accomplish much short of "the 5%". People who refuse to learn, who don't want to understand the game or get better are the people preventing the game from becoming any more complex than it already is currently. Yoshi himself has said he's afraid of including things like pure support jobs, or "complex" jobs like Blue Mage because he's afraid the player base would find it too difficult to play with.
So think, please think. Is this really the path you want to proceed down?
Last edited by saeedaisspecial; 09-30-2014 at 03:52 AM.
The game is already casual, as was intended since it's conception as I've already said some posts early, it's not something I like, but there are other games that offer challenge, so no conceptual problem there.
Also, if you read some posts back, Yoshi already said that something like what OP is proposing is already in their mind, so it's happening, and SE is most likely already spending resources on it, for the disgust of many of the posters in this thread.
Not that I'd cry over it. Point was, story mode would probably be enjoyed by more people than Coil 3, so it'd be hardly a waste of time for those 4 noobs who can't clear it yet like some are trying to make it sounds. It's just more mirror climbing because there isn't really any argument against it since it doesn't impact those who already cleared it in any way.
It'd be like (new) Primals HM: no rewards, just to progress the story, yet I don't see anyone complaining about those.
The current versions of Turns 1-9, are the nerfed versions from the original designs.
That is actually the easy version of the content...
That IS development.
To go back and adjust, is to 'develop', it takes time, effort and re-implementation on top of testing.
It's a huge waste of time, when the content has already been nerfed from its original design, and then re-developed and designed again for Savage Coil (to reflect closer to the original design).
To re-do it for a third time would be an immense waste.
(P.S. Naming yourself after the worst FF character 0/10)
Last edited by Shioban; 09-30-2014 at 03:51 AM.
~Quit moping, get hoping~
I personally don't believe any story content should be locked behind extremely difficult fights.
I'm fine with those fights existing for the challenge and loot, but to me the story should be for everyone.
Of course SE is free to design the game the way they wish. If they intend for the coil story to only be experienced by a few than that's the way it is, though to me the addition of echo suggests they do want more people to clear these fights eventually.
I agree with the post a few pages back that said it would be better to have separate story modes and no echo on the normal versions to help preserve their challenge.
You're unfortunately comparing two slightly different concepts. The story of the Normal/Hard Mode Primals is chronologically before the story of the Extreme mode primals. They're not meant to fill the same purpose, because in terms of story, they fufill different purposes.
What you're suggesting is that current raid content would be a Hard Mode, and that it would have its own story, while the version your suggesting would be a first clear 'normal' mode, and wouldn't share the same story we currently have.
I think I see where the disconnect is. You're an endgame player. You do whatever needs to be done to have the best gear for the content along with the best enhancements (food in this case). No matter the grind to get those, the endgame is worth it.
For most players though, that's not the case.
Take a look at the game that this takes a lot of it's cues from, WoW. The bulk of the player base will never see endgame content outside of LFR (story mode with minor drops) and are fine with it. You're looking at this saying "If you do this they won't improve" but what actually would happen if you leave it alone is "they won't play".
When Mists came out in WoW. The top endgame raid teams unlocked the farms to get at the best foods, they threw themselves at content like crazy, they ground every faction's rep to get the rewards offered (because the best enchants and recipes had to be gained that way. The rest of the players? Not a chance. Maybe if there was a vanity pet or mount or transmog gear. Otherwise? Nah.
These are not players that are going to push for endgame. It's the same fallacy that blizzard falls into with wPVP. "If we just have them experience it, they'll love it". Not necessarily and the same is true here.
Edit: Sorry saeedaisspecial for replying back here. Post limit was reached. Aggravating thing that.
You're assuming that there a three tiered raid structure wouldn't work (Story > Normal > Savage) and I think it would. Players still raid in WoW with it (LFR > Normal > Extreme), and do so at all levels of difficulty. You can have your complexity (normal) and fiendish complexity (savage) and players will play it. It sounds like you're suggesting that the endgame would just evaporate if they added this and it wouldn't. It would just mean that players that would never experience the content otherwise get to touch it in some small way.
For the jobs angle, the game was built with the MMO holy trinity and the challenge is how to make them feel right, be useful when played well, and also fit into the role structure that exists. I understand the upset, these are iconic FF jobs and you want to be able to play them. Truth be told, I don't see any reason for developers not to release a complicated class. Not every player has to enjoy every role. I may know how to play DRG and do it pretty well, but it's not my go-to dps.
For your concern that the players unable to handle complexity will destroy things for you, here's the thing, my in-laws play WoW and they will never improve. Really. My wife and I have coached, and guided, and set up tool bars for them and run them through content, explaining the whole way. Those players are going to be in the game and it can exist with them, and with complex content. They aren't mutually exclusive things. They will never experience the complex content, but they see the story progress regardless. They will never have BiS gear. You still can. The existence of casual players doesn't hurt the hardcore.
Last edited by Teryaani; 09-30-2014 at 04:24 AM. Reason: Post limit reached
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