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  1. #41
    Player
    LunnaRavenheart's Avatar
    Join Date
    Jan 2014
    Posts
    146
    Character
    Lunna Ravenheart
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    Nope I ended in LK because game started to be bad. Thats why I am talking about good things but not recent ones.
    (0)

  2. #42
    Player
    Velthice's Avatar
    Join Date
    Sep 2013
    Posts
    560
    Character
    Ozzie Nyandias
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Why would the devs waste their time creating content that less than 10% of the playerbase are going to see/beat?
    (3)

  3. #43
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    No Contested Zones.

    Why not just make fun contested zones with wandering mobs, fighting others for drops/bosses and adding random raid bosses that wander them that you have to fight to?

    Nobody seems to like Dynamic Dungeons these days, yet people love doing the same boring dungeons over/over/over/over/over/over/over/over/over...
    (1)

  4. #44
    Player
    Kalandros's Avatar
    Join Date
    Aug 2013
    Location
    Girdania
    Posts
    372
    Character
    Kalandros Shadowsun
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Nektulos-Tuor View Post
    No Contested Zones.

    Why not just make fun contested zones with wandering mobs, fighting others for drops/bosses and adding random raid bosses that wander them that you have to fight to?

    Nobody seems to like Dynamic Dungeons these days, yet people love doing the same boring dungeons over/over/over/over/over/over/over/over/over...
    Especially bots. They can just repeat anything that isn't dynamic with ease.
    (0)

  5. #45
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by Skeith-Adeline View Post
    Uhmm, primals and 8-manned content doesn't count.

    Labyrinth of the Ancients; Syrcus Tower; The World of Darkness; The Binding Coil of Bahamut; The Second Coil of Bahamut, and The Final Coil of Bahamut are the only raids in the game.


    Anyways, I do believe that releasing 4 "difficult" raid-bosses every 6 months is piteous. The constant content patches are great–the lack of hardcore content patches aren't.

    (Primals aren't difficult, and shouldn't even be compared to the Raid scenario)
    OK let's break this down.
    WHY don't trials count? Because they're filed under Trials and not Raids?
    Odin, Ultima, and the EX primals are easily harder than the whole of CT, ST, and WoD. Steps of Faith has a lower clearance rate than anything else in the game short of FCOB. Hell, many of these trials have a higher iLevel requirement than BCOB, which still counts as a raid, right?
    The only thing that makes them not raids is that you don't have to clear useless, time consuming trash to reach the boss.
    In which case, t5, t9, t12, and t13 don't count as raids either.
    It's just a semantic difference. They are just as much raids as the content actually filed under raids, they just have less BS to wade through to get to the good parts. (as well as shorter timers)

    Quote Originally Posted by Nektulos-Tuor View Post
    No Contested Zones.

    Why not just make fun contested zones with wandering mobs, fighting others for drops/bosses and adding random raid bosses that wander them that you have to fight to?

    Nobody seems to like Dynamic Dungeons these days, yet people love doing the same boring dungeons over/over/over/over/over/over/over/over/over...
    People seem to love the idea of contested zones, but when they're actually added, they complain about X group sniping Y mob, or they complain that they're congested, or they complain that they become irrelevant, yadda yadda yadda.
    I've played plenty of games with contested zones, and they either get completely ignored because they're worthless as they never reward the currency that is used, or they're farmed to hell to the point of actually being less challenging than our instanced dungeons because there's technically no limit to how many groups you can have in the area. See: Every EQ1 dungeon before 2003, FFXI's Abyssea content.

    Quote Originally Posted by Velthice View Post
    Why would the devs waste their time creating content that less than 10% of the playerbase are going to see/beat?
    I'd argue this, too. They ARE adding a hard mode for Alexander, so they ARE catering to those players...but they'll never be happy. Ever. They want more more more more more and will never stop complaining even if SE introduces the ability for players to create their own content.
    Because other games have done that.
    And people in those games still complain: "It's too easy!" "It's too hard!" "The rewards are OP!" "The rewards aren't good enough!" FROM THE SAME GAME.

    Quote Originally Posted by Warlyx View Post
    trials count ....if lets say onyxia or sarthareon , malygos , magtheridon ect counted as raid in wow , trials should count as raids here too . 1 boss raid encounters arent heard off
    Bingo.
    There are many other examples from other games as well, but developers for a long time had it in their heads that players *want* to clear useless trash...
    (2)
    Last edited by kyuven; 05-01-2015 at 03:51 AM.

  6. #46
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    trials count ....if lets say onyxia or sarthareon , malygos , magtheridon ect counted as raid in wow , trials should count as raids here too . 1 boss raid encounters arent heard off
    (3)

  7. #47
    Player Skeith-Adeline's Avatar
    Join Date
    Jul 2014
    Posts
    1,051
    Character
    Sariena Adeline
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by kyuven View Post
    I'd argue this, too. They ARE adding a hard mode for Alexander, so they ARE catering to those players...but they'll never be happy. Ever. They want more more more more more and will never stop complaining even if SE introduces the ability for players to create their own content.
    Because other games have done that.
    And people in those games still complain: "It's too easy!" "It's too hard!" "The rewards are OP!" "The rewards aren't good enough!" FROM THE SAME GAME.
    I'll close your argument a little later, but I had to comment on this immediately.

    Alexander Hard is NOT a HARD mode. Compared it to Final Coil of Bahamut (Savage(which doesn't exist, leading us to believe it'll be the same difficulty as FCoB)), which was easier than the second coil of bahamut. Yoshi even talked about possibly adding in a Savage difficulty. If anything, they are catering to people who shouldn't be attempting the turns in the first place (persons with not enough time to invest; persons without fingers). I'm only happy that there will be a significant ilvl difference between the casual version and the normal mode (watch, same items, ability to dye them).

    Instead of releasing Hard and Savage game modes, why not use those resources and time for more content?
    (0)

  8. #48
    Player
    Elazu's Avatar
    Join Date
    Aug 2013
    Posts
    625
    Character
    Aveira Teleri
    World
    Odin
    Main Class
    Archer Lv 60
    Quote Originally Posted by Belhi View Post
    The people who don't count Crystal tower tend to represent a quite small portion of the playerbase. I'd ask you this. What would you give up for more bosses? Trails? Its not going to be dungeons or story content cause far more people play that content than raid.
    They should implement some challenging dungeons then.
    (0)

  9. #49
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by Skeith-Adeline View Post
    I'll close your argument a little later, but I had to comment on this immediately.

    Alexander Hard is NOT a HARD mode.
    Alexander is, as of now, reported to have 2 different difficulty settings: The "basic" mode we'll be getting 2 weeks after launch, and the "hard" mode that will be about equal with the coils we currently have, 2 weeks after the "basic" mode.
    We still don't know what appellation the second mode will get.
    People keep throwing around "Savage" mode, but "Savage" is an appellation they give to content that was found to be too hard in testing. The Alexander raids will very likely NOT have the Savage appellation since two different difficulties are already being set from day 1, and the "hard" mode will have better rewards than the "basic" mode, unlike the "Savage" mode which has the same rewards as the "basic" mode.
    The "basic mode" is being developed because a LOT of people were pissed that major story elements were locked behind the difficult-to-complete-for-85%-of-the-playerbase Coil raids. The real "meat" will be the "Hard Mode"
    (2)

  10. #50
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by kyuven View Post
    People seem to love the idea of contested zones
    Honestly, mostly because they are not hard enough. In Everquest II they added a contested zone called High Keep Contested in which it dropped on par with raid gear. However the mobs and trash in that zone and bosses were ridiculously hard. Fun-ly so, and they arn't like long bosses, they take 5-7 minutes to beat, but if you die you start all over again from the beginning of the zone.

    Contested Zones punish botting and scripting moreso then anything else because nothing is really the same, and you really have to watch snipers and other players.

    However, the trash in the zone didn't do much damage, but put a buff on your group for each trash wave you pulled they do 50% MORE damage to you. So if you pulled more then a single thing (and there are tons of wanderers! and your aoes can go through walls!) you wiped! Start all over!

    Actidently pulling 5 waves of trash mobs and getting a de-buff that makes mobs do 250% more damage to you is pretty much an instant wipe.

    Trash mobs in this game, every zone i've encountered all they are is big HP pools, no fun or challenge to them at all. We need more interesting mechanics (and maybe even loot!) for trash!

    What makes contested dungeons fun though, is they are never the same once you go into them. Especially Contested Dungeons which change a little depending on what you do in the zone or kill, like pulling down knobs on walls which unlock or lock hidden rooms or set traps for other groups.

    Activating Traps which send mobs on other groups lol.
    (1)
    Last edited by Nektulos-Tuor; 05-01-2015 at 04:14 AM.

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