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  1. #1
    Player
    Yeldir's Avatar
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    Sep 2011
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    213
    Character
    Tatiana Thorne
    World
    Malboro
    Main Class
    Goldsmith Lv 70

    How Cataclysm killed WoW is how Heavensward will kill FFXIV.

    Here's an unpleasant truth: To want, motivates efforts to gain. To have, inspires no action.

    I see an ominous parallel between Cataclysm and Heavensward. WoW Cata is generally regarded as the first moment WoW slipped up badly enough to precipitate a mass exodus - everybody knows that bit, already. Have you asked yourself why?

    Plenty of players will tell you "oh, yeah, I quit at Cata, it sucked", but they'll seldom have concrete reasons behind it. They know it sucked, but lack the words to describe how the game ceased to be compelling for them. This isn't because they don't know a good game from a bad one - it's because Cataclysm did right when it should have done wrong.

    Cataclysm streamlined the raid environments to an extreme degree, and ensured that absolutely everyone could experience everything the game had to offer without great investment in one's character or the server's raiding community. It gave players everything it had on a silver platter, and they didn't need to work for what they got. This was met with satisfaction, on the surface. It seemed good, at first.

    And then, having been carried up the mountain, the player base found itself with nothing to motivate them to climb. Higher numbers is a meaningless and shallow motivator - real excitement from getting a piece of equipment comes from knowing that it can help you on your journey to see and do greater things. So, having seen all there is to see, players quit en masse, confused and disenfranchised by the hollowness of their journey.

    Cataclysm gave players what they thought they wanted, and that was how it dealt the first mortal wound to WoW.

    Now, let's talk about Heavensward - having outlined the above, I can keep this part of my post brief. Heavensward has undergone an uncannily similar metamorphosis - developers, concerned that the majority of the player base hasn't scaled the mountains that were set before them, gave the players the opportunity to have a ride up.

    Look at this story, and look at the forums. Now look back at the story, and again, back at the forums. Look at the confusion on the forums. Look at the disagreement. Why is it there, now that this game caters to all play-styles? Ask yourself, does this look like a group of people who know what they want, collectively?

    Does this look right to you? I never cleared 40-man Naxx, and that fact never pushed me from vanilla WoW. It was always hanging overhead: the promise of further adventure.
    (52)

  2. #2
    Player
    RiceisNice's Avatar
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    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Raiding in Catacylsm didn't get streamlined with easy-mode difficulty until the end of it's cycle (a formula which would then be carried over into MoP). My biggest gripe with Cata is still similiar to that of HW, there's not much to be done after you sit at level cap past the first 2 months or so. The amount of content it brought to the table was less of that of the two previous expansions, the dungeons weren't terribly interesting and it honestly felt monotonous with the BGM and environments.

    As in heavensward, there's not a lot of dungeons or trials outside of raids to keep you interested, Alexander still fails to hit the middle ground as far as difficulty is concerned (Alexander is normal is much easier than echo'd FCoB) along with some kinks that result from latency on some boss fights (looking at you, drainage tethers) and the crafting scene has become a circle-jerk joke where crafters only craft for other crafters (and not even gatherers!).

    As much as Catacylsm started the decline of WoW and me being there, you aren't exactly hitting the nail on the head on why it was bad.

    Ironically, the time they started making raids more accessible was at the beginning of WotLK when they did away with both hard-attunement requirements (every single player hard to do long-quest chains, which required dungeons to be cleared, ones that have no meaningful dungeon drops aside from said quest objectives...They also one person which required a key that also came from a very long-quest chain), extreme vertical progression (with no tomestones mind you, so you always had to gear up from the previous tier of raid, starting from the bottom up which required dungeon tier gear). On top of that, they had an entire continent of Northrend, crafting profession and class, and a very engaging atmosphere (I can easily say I spent more time wandering around in dalaran than I ever did Foundation). It was during WotLK where they had peaked and maintained their subs.
    (35)
    Last edited by RiceisNice; 09-27-2015 at 11:39 PM.
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  3. #3
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Funny, Cataclysm also killed FFXIV 1.0 in a way: SE released it prematurely to try to beat Cata's release leaving it bug ridden and missing 70% of it's content.
    (7)

  4. #4
    Player
    Saccharin's Avatar
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    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Dragon Soul Killed Cataclysm. They recouped players with the pre-WoD hype but then failed to deliver with only raids and have lost almost half of them, even though it's expected that some will leave after the launch as they always do.

    SE and Blizzard have very different philosophy. SE have been very cautious with 2.x and continue with 3.x and have deviated very little with Heavensward.

    Blizzard on the other hand are bi-polar in their design; they either make things too hard or too easy; too much or nothing.


    Back on the days MMOs were very niche and thanks to WoW they brought them closer to the main stream. Most people these days don't want to grind for a month to get their dungeon set, grind for a further month to get reps up etc. Blizzard stated that those that ran Molten Core, Naxx etc were a very small percentage, close to 1%, of the actual player base. Spending large amounts of resources on one percent of your customer base is frankly dumb so they opened up raid content to everyone, if they feel like it. Time moves on and so do their player base.

    The guy who raided Molten Core may have been in his late teens, early twenties but now he's thirty, or almost thirty, has a family, a full time job and just can't justify spending that amount of time in front of a computer. If he still plays. While MMOs have massive turn over, most never expect to finish the starter zone, so the trickle of players is much smaller so proportionally the veteran is much more common among the player base. Blizzard stated that most of their player base is in their twenties so that 12 year old troll in chat is most likely an adult.

    SE I believe understand this and that's why coil was a lot more casual than it was hard core. I've said this many times FF14 is not a raiding game. In HW we got two raid difficulties because just like WoW you can't spend those precious resources on a small percent of your player base so story mode was developed, a much better idea than nerfing the so-called savage mode.

    Let's not forget that SE add a significant amount of stuff every three months, and a fair amount every month so it's ill-timed to judge HW when we haven't even received a proper content patch. I do however think that fiver moths is too long to wait for a content patch. It's of no concern of mine that they took a break after the expansion released. This should have been planned while HW was being developed, poor planning by those in charge. For me a casual player just last night I decided to do Alex 1-4 normal so it affects me little.
    (21)

  5. #5
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
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    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    There is plenty to desire in the game, even with gear and other achievements as obtainable as they are.

    Direct from one of my favorite novels - Wizards first Rule:

    'People are stupid. They will believe whatever it is they desire or fear. Regardless of the fact.'

    So let's look at the facts.

    FFXIV has been in an upward trend since the release of Heavensward. Until our typical indeendant servey source states otherwise, there's no need to raise alarm that the content has, at all, damaged our activity. As it is, according to said sources, by the beginning of august, less than half of our active characters were in Heavensward. And of that percentage, only two thirds had gone through Alexander Normal.

    We're coming to the end of September now and speculatively those numbers have since shifted more towards completion of Heavensward. Likely, we will see a dip in active subscriptions due to the increase development length of 3.1. However the resource parses patch cycles so we're likely to see the net result of the full cycle when it comes around.

    In the end. Similar arguments were made about ARR and the Echo Buff. Those arguments fell flat on their face. You cannot directly reference the history of one game and assume a direct repeat of said history. It's circular reasoning to start with the idea that Heavensward is Cataclysm in terms of subscription numbers and then try to prove it.

    And the basis of the argument 'To want, motivates effort to gain.' Still applies to Savage.

    This is a bait and switch, trying to locking components that have been speculated to severely drop subscription rates by denying players base functions of what attracts them to the game, behind the curve of difficulty that falls outside their audience preference. You don't keep fans of Final Fantasy by locking Final Fantasy story behind the game of Dark Souls. That does not work in today's society. They'll go to forums, videos, or anywhere on the internet they can find, watch the videos, and then unsubscribe.

    It's just terrible reasoning to try to justify super-niche gameplay that winds itself to becoming impractical to even attempt to the majority of the players. Alexander Normal was a wild success. Savage is being considered as a failure by a vocal minority of the players (most others just ignore it). Savage is the content that should be looked at, not gross generalization of the game's direction.
    (32)

  6. #6
    Player
    Magis's Avatar
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    Aug 2013
    Location
    Ul'dah
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    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Saccharin View Post
    The guy who raided Molten Core may have been in his late teens, early twenties but now he's thirty, or almost thirty, has a family, a full time job and just can't justify spending that amount of time in front of a computer. If he still plays. While MMOs have massive turn over, most never expect to finish the starter zone, so the trickle of players is much smaller so proportionally the veteran is much more common among the player base. Blizzard stated that most of their player base is in their twenties so that 12 year old troll in chat is most likely an adult.
    This is said over and over, but it's wrong. I was in a raid guild that had leaders and members in their 30-50's, and many members in their 20s-30s. Sure there were younger people under 20 (me included at the time) but saying "oh it's cause people were in their teens" is blatantly false. Older people played MMOs back then just as younger did. Hell, the WoW dev team were high end EQ raiders and I don't think Blizzard would be hiring teens to game design their first MMO. It's as much a stereotype as the excuse that "people could raid because they didn't have time to play 12h a day" as if that was ever the case. It was all about time management, if you could set aside time to progress X amount, you'd be able to do it.

    This was during Vanilla, when raids required 40 people to do. We had officers for every class type, a raid leader, and a guild leader (hence I say "leaders").
    (20)
    Last edited by Magis; 09-27-2015 at 11:54 PM.

  7. #7
    Player
    Ashkendor's Avatar
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    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    It wouldn't be a normal day in any game forum without a "Game is dying!!!!" thread on the front page. xD
    (74)

  8. #8
    Player
    Saccharin's Avatar
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    Aug 2013
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    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Magis View Post
    This is said over and over, but it's wrong. I was in a raid guild that had leaders and members in their 30-50's, and many members in their 20s-30s. Sure there were younger people under 20 (me included at the time) but saying "oh it's cause people were in their teens" is blatantly false. Older people played MMOs back then just as younger did. Hell, the WoW dev team were high end EQ raiders and I don't think Blizzard would be hiring teens to game design their first MMO. It's as much a stereotype as the excuse that "people could raid because they didn't have time to play 12h a day" as if that was ever the case. It was all about time management, if you could set aside time to progress X amount, you'd be able to do it.

    This was during Vanilla, when raids required 40 people to do. We had officers for every class type, a raid leader, and a guild leader (hence I say "leaders").
    Did I say every player was in their teens or twenties no of course I didn't but even those 50 year olds got older!

    Yes, and those one percent were much more dedicated so you could field a 40 man. I started just before Wrath but from what I've been told half of the team could AFK but that's not relevant. Today's MMO player isn't as dedicated, or if you like, hardcore so there's more raids groups and those Vanilla one percent are spread around the game so it makes it much harder to field 40 man teams.

    A case in point, Blizzard changed their hardest mode from 10 and 25 man to just 20 man - it meant it was easier to tune for one difficulty than it was for 10 and 25 man. The majority of guilds were 10 man and they either merged or completely folded. Even now people struggle to fill a 20 man team because the players just aren't there, or concentrated in one place as they were in vanilla. This is a serious problem with current Mythic raiding in WoW.
    (3)

  9. #9
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
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    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by RiceisNice View Post
    Raiding in Catacylsm didn't get streamlined with easy-mode difficulty until the end of it's cycle...[/I][/B]
    I wish I could like this a dozen more times.

    The start of Cataclysm was actually marked by an *increase* in difficulty of getting things done, particularly when it came to heroic dungeons (compared to the much easier Wrath iteration). Getting into and completing raids used the same difficulty approach that had been seen previously, except that you now had to choose between sizes (10 or 25, not both). Streamlining of raid content during Cata came with LFR during Dragon Soul - the last raid/content patch, and after the subscriber numbers had already started to decrease.
    (17)

  10. #10
    Player
    Awful's Avatar
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    Jul 2015
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    1,279
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Oh boy...comparing WoW to FF 14 yet again, who am I kidding this is the internet. As for Cata VS FF14 I like FF14 a HELL of a lot better than Cata for obvious reasons (raids were not challenging, story was terrible, fights were meh, the new heroics they added were cool when you did it the one time). The best times were in Wrath as I quit when I tried Cata doing heroics to gear up, which I thought were tough but we were just undergeared. It wasn't till I played this game that I finally felt that MMO spark and it hasn't left yet I still log on and do so many things to keep my busy, yes it's annoying 3.1 isn't coming out till November but with a community that wants and wants and wants. Can you blame the people developing the patches and content with the live letters not trying to be burnt out themselves?
    (5)

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