


I feel story content shouldn't be locked behind content that requires that much practice.



However, Coil is optional. It's a side quest. It's not the main story, which is probably why it doesn't currently have a story mode.
Which, if recorded, would be comedy forever.



Very true. I personally feel the coil story is significant enough to the main story that it shouldn't be gated.
Of course the decision is ultimately up to SE.



My perspective is one of a fan of the single player FF games as opposed to MMOs in general.
I am well aware I will never beat the top content in a MMO without dedicating time to practicing and forming a static team. I am fine with that.
I am disappointed that this game (and XI too? Never played) places story content behind the tougher fights. I don't recall anything nearly as significant as Coil's storyline happening when you beat the superbosses in other FFs.
And yes, I would love an eventual story mode of t6+ as well.
It is of course up to SE whether or not this is a good idea or a worthwhile investment of resources.
I am simply saying it's something I would enjoy.
I don't buy it, not one bit.My perspective is one of a fan of the single player FF games as opposed to MMOs in general.
I am well aware I will never beat the top content in a MMO without dedicating time to practicing and forming a static team. I am fine with that.
I am disappointed that this game (and XI too? Never played) places story content behind the tougher fights. I don't recall anything nearly as significant as Coil's storyline happening when you beat the superbosses in other FFs.
And yes, I would love an eventual story mode of t6+ as well.
It is of course up to SE whether or not this is a good idea or a worthwhile investment of resources.
I am simply saying it's something I would enjoy.
How can you claim to be a fan of previous FF titles when the previous games have had tons of difficult bosses, which, by the way, gate storyline progress just as much as coil does. Secret bosses, even some of the final bosses or mid-point bosses have been very, very difficult walls. Do you know what we did back then? We either grinded to be overleveled (Let's say this would be akin to echo) or you bashed your head against the wall until you beat it.
What is the difference here, really? Why is the fact this is an MMO so different to what we did in the other games?



Thank you. Finally also coming from someone else that we could have fun and play games without YT years ago. As for the second question, the difference is that we're talking about content here that does not require one person to be skilled enough, but seven other as well. I can be doubly overgeared and know all the patterns perfectly enough never to miss anything, there's no guarantee the other seven will be like that too.Do you know what we did back then? We either grinded to be overleveled (Let's say this would be akin to echo) or you bashed your head against the wall until you beat it.
What is the difference here, really? Why is the fact this is an MMO so different to what we did in the other games?



I honestly can't recall any big storyline related to secret/optional bosses in other FFs. The FFXIII trilogy certanly had none, XII harderst bosses were hunts, FFX's Zoolab didn't have a storyline either... maybe FFX-2 with Trema, although I have personally never fought him so I don't know how much storyline is there. And the Cups have some silly storylines for the monsters but they're hardly as important as what happened to Eorzea's biggest threat. Did FFVII's weapons have any stroyline to them?



Mind naming a few?
I've beaten remakes of I-VI and normal versions of VII-XIII excluding XI. III DS was the only one I would say was hard overall.
For all of them if I couldn't beat a superboss there was a foolproof strategy online that required very little in terms of execution pull off. IX's Ozma is probably the only superboss I couldn't reliably beat every time thanks to the nasty combinations you can get from Curse.
7 other people, with good internet connections, 100% available the second you are?I don't buy it, not one bit.
How can you claim to be a fan of previous FF titles when the previous games have had tons of difficult bosses, which, by the way, gate storyline progress just as much as coil does. Secret bosses, even some of the final bosses or mid-point bosses have been very, very difficult walls. Do you know what we did back then? We either grinded to be overleveled (Let's say this would be akin to echo) or you bashed your head against the wall until you beat it.
What is the difference here, really? Why is the fact this is an MMO so different to what we did in the other games?
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I was being a bit snarky. I agree w/ both sides. I don't have a problem with a version w/ less gibby one-shots, and calling it story-mode. I think that's what the Devs will do on their own, anyway.
I loved working through FFXI, airship was tough, but the feeling after completing it was great. That being said, it was a second expansion in a game w/ limit breaks, so, I think some (most?) folks anticipated that, and took it on as a challenge. It was a different game. Pre-Nerf RDM Maat survivors know whats up.
Coil seems to be very story oriented for something w/ so many instagibs. I agree it's very integrated to the main story. I'd *personally* prefer extensions of the main storyline to not require such coordination with other players. I'm OK w/ extreme modes, etc having a level of dexterity to defeat. IMO, story content should be DF'able with a good chance of success, at least w/ someone able to explain things via text conversations.
Full disclosure: I've only been in three or four total T5 learning parties through twisters before RL made someone (else) quit and we had to start over. I get the mechanics, and after the first learning PT was solid at the 5Ds, but each PT had to start over. I just got tired of throwing 2(+) hours into watching other folks get one-shotted until they got the muscle memory down. It's not hard, per se, it's just a commitment to positioning memory that isn't solvable in a single DF session, and due to the nature of DF, makes it not really solvable via DF. I tried DF here and there on a lark once I geared my tank w/ enough HP and ACC, and ... let's just agree that DF turn 5 isn't productive time.
At some point, I'll have a few days off and I'll probably schedule some time w/ a few key friendlist buds and advertise/PF the rest. I don't have a problem being 'stuck' behind content until I do this. I'd just rather future 'raiding' content be more CT or ST-esque in richness of story. CT and ST story feels like a side-story. You want to know what's up in Coil after watching that intro movie. I get why folks want to experience it w/o playing Dance Dance Revolution: Eorzea.
Last edited by brewbane; 09-30-2014 at 05:21 AM. Reason: post limit
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Hat Brewbane
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