Results -9 to 0 of 648

Dev. Posts

Threaded View

  1. #27
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by FizzleofHyperion View Post
    snip
    This is comical. If you want a comment on what I think of your current post, just read the post above yours. Overall it is pretty silly a system you think works that didn't even work well in the past would somehow magically work today. Didn't work well in FFXI and was only held together by veteran players even in it's prime.

    You still have not convinced me that bringing these archaic designs back work on a casual, midcore, and hardcore level. You have not convinced me that a new player will not be overwhelmed when he needs to catch up with higher end game players. You have not convinced me that your methods would not burn someone out faster. This comes down to that what you believe is best for you and your friends. Also I would not take the forums too strongly into account as they are not an accurate representation of how the mass majority feel about the game. You don't think on all levels of play but your own and that is why everything you say is heavily flawed. At best you try to make excuses on why it might work for newer players.

    But who am I to say what you can and cannot think!? If you think archaic, outdated design is something that will work, then more power to you.

    Quote Originally Posted by Kallera View Post
    From what I hear some are making the argument of making the content harder, to force players in being skilled all the time, this might backfire like it did in steps and savage, because the way content is set now is very, mercenary. Yoshida' idea of players going "That wasn't so bad" misses the follow up where players clear the content, but the experience is such that they loathe the process of playing through it.
    It is more about making a proper learning/difficulty curve than just throwing difficulty on top of something. As Extra Credits once said: Throwing too much difficulty at the start can also dissuade people from continuing. It is sort of like a fighting game. At first you can just use the same move and spam buttons and succeed. Later getting past more fighters, you see that it doesn't work well like it did before. So you have to think of getting better to overcome that obstacle, making yourself more experienced and well adjusted in the process. Eventually getting to the end where all your knowledge and skill comes to the test. Maybe a bad analogy, but just trying to get a point across that people just need to be better motivated to better themselves. I can't say I have an answer to that and it is a person by person basis type of thing, but the answer certainly isn't just dumbing down things for people. It is insulting at another level.
    (4)
    Last edited by Velhart; 02-09-2016 at 12:18 AM.