Is it just me or did all the NyarukoW offensive replies in this thread got totally deleted?
So... It mean one additional thing!!!!!!!
If it's the case, I don't know who you are kind Moderator but I wish you a very merry Christmas and an incredible happy new year to you (and it is coming from the bottom of my heart, thanks <3).
Back on the thread, OP you should not confuse yourself and mix things, no offence, being able to sell and trade the wedding rings formula for gils was an obvious mistake in the cash-shop, blaming the mercenary community to be the "original bad seedling" of the problem is a false and dangerous theory.
Also,
^ This is probably one of my favourite quote in this forum, if the game was more harsh in the "learning process" for new players, we wouldn't have such huge mercenary community in game![]()
Last edited by Atomnium; 12-16-2014 at 01:20 AM. Reason: typo!
I said WoW Vanilla, and no, never saw content sellers during that time whatsoever, what came after, can't say, wasn't playing so my statement is still true for that time.
Exactly, not designed for bad players to pay others to carry them through it, glad we agree there. Now put it into practice![]()
the trouble is not the fact that fight are too hard or stuff like this, more than if you can't gather a group of people that are ready to dedicate themself to that only, you will never do it, even if you have the skill and knowledge... why this? because most of the group that are doing T10-13 or even T6-9, don't want to do the previous one. leading to the fact that new player (that can have the capacity to do more) are stuck to some point and lead them to either pay to win mercenary or simply drop of the game and search another place where they can find challenge and play with people.
i will be blunt it's too part fault of how the content was designed, the full scripted and OS mechanic is nice but over used it lead to group that will refuse to have one error made by member of the group or kick... the famous fail = kick and stuff like this. it did developpe extremely toxic community.
then part is fault of the community and part fault of the content and the form it have.
another point interesting, why this situation never really happend in WoW or other game before, mostly because they never asked to finish the previous raid, if someone join at the 2.4 he will need to complet T5 and T9 for be able to do the new content... that a major flaws in the design.
Lol it's pretty funny that people believe anything that's being said. I'm willing to bet $E knew from the start that it was going to be sold by players for in game money. In fact I'm pretty sure they will take their time with "fixing" this.
The moment the popular time of this feature has passed, is the moment they will suddenly find the "fix" for it. lol
And blaming the players for it is a joke.
Bare in mind that anything $E says probably goes through a process of some sort of the marketing team. At least that's how the company I work at works. I can't just come up with an answer and publish it to customers without analyzing the consequences. So might as well change a few words here and there, to make customers hear what they want to hear ( ' x '
Last edited by Razzle; 12-15-2014 at 10:54 PM.
That's only half the solution. The main issue is the way mechanics are just suddenly dropped on you. They did an OK job with Primals, since the story mode ones introduce the mechanics while the hard/extreme ones just ramp up the difficulty and perhaps add a couple new mechanics, but Crystal Tower and Coil?
Guildhests would have been a great way to teach players mechanics, but they were completely optional and only really worth doing the once. They'd have been a great educational tool if SE actually made them relevant, instead most teach you nothing (or instead tell you to do something stupid like focus on adds when the boss goes down in seconds) and all endgame mechanics end up being taught to new players by old players, which a lot of people just don't have the patience for.
By far the main issue is that the game expects nothing of you until Coil. The fact that all content is simplistic and thus easy to carry people through doesn't help. The game should have steadily taught players how to handle basic mechanics as you level, instead it basically teaches you nothing 1-50 and then ramps up the difficulty for endgame. You go from simply dodging things and killing adds, to mechanics like Allagan Rot which get completely ignored because not a damn thing in the game prepared players for it. A Guildhest could so easily have introduced a mechanic similar to Allagan Rot, make it a requirement (or at least worth doing frequently) and people wouldn't have gotten to Turn 2 and failed time after time to a completely alien mechanic. Christ, Silencing High Voltage was a completely new mechanic to 99% of the games population in 2.0, it was pathetic...
This games biggest failing is the dichotomy of its difficulty. You either have super casual content where you can almost ignore mechanics and still power through, or you have instant KO mechanics. It simply isn't a good system, it means your casual players can have almost no idea what they're doing, while your hardcores have it completely sorted. Don't treat casuals like children and gradually expect more from them as they level (almost all "difficult" leveling content currently can be ignored for FATEs), then when they get to endgame they might actually have a clue what is going on and be able to adapt, or have others explain things simply ("It's like X" rather than having to explain the entire thing like you currently have to). For the most part mechanics aren't even hard in this game, it's just an utter lack of practice, due to an utter lack of any content requiring practice before Coil. Silencing High Voltage is in no way hard, but when people are getting to Coil for the first time and have not once had to Silence anything, let alone coordinate with another player, that is an issue.
Last edited by Nalien; 12-15-2014 at 11:57 PM.
Let's put this to rest (Ha! if only). You want vanity to be play to win, it's not.
That is play to win, straight from the producer's own mouth (gamerevolution interview). Mounts and minions and glamours aren't giving you better stats."I would consider in terms of items, optional things that would change the aesthetics like your skin color or your race but not your stats. If it’s like the Ring of Yoshida, it’s cool but it can cross the line and help you clear end game content and help you beat certain monsters. That has the risk of people calling the game pay-to-win. That’s not something I want to do." - Naoki Yoshida
So stop with this "well it's my objective so that's pay to win". Your objective may be important, but it's not the objective the game designers count as "winning". The Shiva weapon gives improved stats for some. No cash shop for that. A minion or mount doesn't.
Insanity is a gradual process, don't rush it - Ford Prefect
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