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  1. #41
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Lambdafish View Post
    This is not true. Raiding isn't less popular because of the way that western players play, we as a playerbase haven't changed since 2.0 in terms of mentality and coil was a big success for raiding and clear numbers.
    Was it?

    https://www.reddit.com/r/ffxiv/comme...y_730k_active/
    If I recall correctly, only 4,5% of people on the top raiding server Gilgamesh cleared FCOB as of April 2015 (I wager that's when they introduced echo?). Right now, it's at a similar number for Gordias and 1,73% for Midas if we go by the censi. Worth noting would be that the data was taken via searching minions and the minion for coil went to everyone who cleared it, whereas only one minion is given out for the Alexander tiers, so people would have to clear it 8 times to get the same number as coil. Feel free to correct me on this one. Also: We can only compare the final tier of coil because the others didn't have minions.

    Personally, I don't feel raiding has ever been a "success" more than Lord of Verminion is >_>
    (2)

  2. #42
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Zojha View Post
    Was it?

    https://www.reddit.com/r/ffxiv/comme...y_730k_active/
    If I recall correctly, only 4,5% of people on the top raiding server Gilgamesh cleared FCOB as of April 2015
    My mistake, coil wasn't as successful as I remember but the point still stands that coil was far more successful than Alex. FCOB clear rates can easily be contributed to one single thing - being locked behind BCOB and SCOB (T9 being harder than anything FCOB had to offer), which made it very inaccessible to many people, and I feel that without this limitation, it would have been more successful.
    (0)

  3. #43
    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 Lambdafish View Post
    My mistake, coil wasn't as successful as I remember but the point still stands that coil was far more successful than Alex. FCOB clear rates can easily be contributed to one single thing - being locked behind BCOB and SCOB (T9 being harder than anything FCOB had to offer), which made it very inaccessible to many people, and I feel that without this limitation, it would have been more successful.
    FCoB was more successful on the midcore side than the hardcore side. Hardcore players beat it in the same week or a little over last I recall(please correct me if I am wrong on that). Raiding should be built towards midcore and hardcore only really with the casual base being an afterthought. It is one piece of content in this game that is suppose to truly challenge you. The best set up really is making Normal Mode have FCoB's difficulty, and Savage be something that give hardcore a run for their money. This balances out things. Not only that, keep Savage always on a ilvl sync so the reward for it, be it titles or certain gear always hold some form of value. The Savage titles from SCoB are mostly meaningless because anyone can jump in at lv.60 and easily get it done.

    If SE wants to dish out three modes (Story > Normal > Savage), I don't mind, but they play the "we can only do two" game and they should cater to who the content was intended for, people seeking a challenge. What makes better sense? A story mode people beat in a day and get their gear less than a month and it is barely touched by people again? Or a Normal Mode that lasts two patch cycles and a Savage that stays relevant forever? Can even dumb down Normal Mode and add the echo once the new tier raid is introduced for casual players.

    This game is 95% casual content, it wouldn't hurt anything to keep raiding catered to the midcore/hardcore scene.
    (4)

  4. #44
    Player
    Daemius's Avatar
    Join Date
    Aug 2013
    Location
    Terncliff
    Posts
    206
    Character
    Talia Rai
    World
    Diabolos
    Main Class
    Gunbreaker Lv 90
    My main issue with raid content right now isn't difficulty. I don't mind tackling difficult content over and over again and failing. What I do mind is that A) I already have the Alex story from beating norm B) Why am I fighting goblins and boring steampunk robots? The stakes felt much higher in coil. The environments looked cooler. Etc etc. I feel like Alex and the Void/Mhach story should have been swapped. I also just think they should scrap norm mode raids and go back to the way Coil was in 2.x but that's because I find exclusive story content more appealing a carrot than raid gear.
    (2)

  5. #45
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Raiding isn't too hard for me, but it certainly is boring. Oh look, someone had a brain fart five minutes in and now we're back to the start of the fight because for the most part, a single derp is unrecoverable. Zzzzz. When the content relies on 8 people performing in a predetermined pattern without a single screw-up, it gets pretty old and tiring after a while. I don't really equate gimmicky one-shots with difficulty, they're just needless frustration, and XIV raiding has gimmicky one-shots in spades.

    Maybe all raiding is like this, idk. But I'd prefer if rather than pointless pass/fail checks there would be more "snowballing" mechanics where if you derp once, it's harder (but still beatable), derp too many times though and you wipe.
    (3)

  6. #46
    Player
    FunkyBunch's Avatar
    Join Date
    Dec 2015
    Location
    Uldah-Thanalan-Exodus
    Posts
    513
    Character
    Imai Blackren
    World
    Exodus
    Main Class
    Ninja Lv 71
    The problem I have with raiding is that it's tough to get into. I nearly quit FFXIV because of it. I tried for weeks to get a group for Midas and then after about four hours of trying Seph Ex (over two raid days) the group kicked me (despite my average DPS for my role and being the last one to die) for one of their friends who came back to the game, by then it was too late to latch onto a new group if one could even be found.
    I also tried to make my own group, and getting 8 people together at the same time is nearly impossible.
    There needs to be a way to make it so midcore people can raid without the wall of "have you raided this tier before"?. That basically leads to a smaller and smaller raid community.
    On our server I don't think anyone has even cleared A8S, and there are only two groups that have cleared A7S that I know of.
    The fights need to be designed around midcore player abilities instead of hardcore player abilities or the cycle will just keep repeating until there's no one left to raid.

    That being said, I loved BCoB->FCoB. The story was great and the fights were interesting. The story in Alexander is terrible.
    (4)

  7. #47
    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 Daemius View Post
    My main issue with raid content right now isn't difficulty. I don't mind tackling difficult content over and over again and failing. What I do mind is that A) I already have the Alex story from beating norm B) Why am I fighting goblins and boring steampunk robots? The stakes felt much higher in coil. The environments looked cooler. Etc etc. I feel like Alex and the Void/Mhach story should have been swapped. I also just think they should scrap norm mode raids and go back to the way Coil was in 2.x but that's because I find exclusive story content more appealing a carrot than raid gear.
    I think SE in that interview said they acknowledged that Alexander's story was not favored in comparison to Coils. Likely they will take it back to a more serious tone and make the stakes high again. The thing with Coils however is that a lot of people came from 1.0, and it was strongly tied in with 1.0's MSQ. People were wondering what happened since 1.0 shut down and the mystery was exciting. I can imagine in raiding stories it is hard to live up to this because Coils had a lot of background going for it. However Alexander is pretty lackluster. It is an entertaining story in itself, but it does not do well in bringing scale to the conflict. With SE knowing this, I can only imagine where they can go from there.

    Also, I agree that story is a reward in itself for accomplishing difficult content. Unfortunately, you and I are in the minority in that mindset. Brought it up once but apparently no one agreed with me there. Only things considered rewarding by many is just gear. It felt so rewarding when I beat a difficult boss then got to witness a pretty intense scene like after T9, T12, and T13. Finally downing T13 after quite a while of trial and error, and then finally being rewarded for the closure in the story I long been seeking. However, SE believes story should be handed out on a silver platter to those not compelled to hit more than the 1 key.

    Quote Originally Posted by loreleidiangelo View Post
    Raiding isn't too hard for me, but it certainly is boring. Oh look, someone had a brain fart five minutes in and now we're back to the start of the fight because for the most part, a single derp is unrecoverable. Zzzzz. When the content relies on 8 people performing in a predetermined pattern without a single screw-up, it gets pretty old and tiring after a while. I don't really equate gimmicky one-shots with difficulty, they're just needless frustration, and XIV raiding has gimmicky one-shots in spades.

    Maybe all raiding is like this, idk. But I'd prefer if rather than pointless pass/fail checks there would be more "snowballing" mechanics where if you derp once, it's harder (but still beatable), derp too many times though and you wipe.
    SE is the heaviest abuser I seen with one shot mechanics. The fights are similar to WoW where if you do not perform a mechanic correctly, it is basically a wipe even if it isn't a one shot. Its more like there is a ton more strain on your tank or healer if you do not do mechanics correctly. I would argue however that WoW at least has better methods of recovering yourself from a fight or improvise better if something goes sour. Some fights in FFXIV, if you are just one toe off it is a wipe. So it is understandable that it can get frustrating quick. SE should think of ways to keep the fights very difficult but not overly frustrating.
    (3)
    Last edited by Velhart; 08-24-2016 at 01:39 AM.

  8. #48
    Player
    enthauptet's Avatar
    Join Date
    Aug 2015
    Location
    Gridania
    Posts
    719
    Character
    Judy Hopps
    World
    Excalibur
    Main Class
    Dragoon Lv 100
    For me the raid hasn't been to hard, what was too hard was finding people to raid with. My old raid group had to reteach A6S every week to a new person for two months before I quit because it was just too frustrating. We could not get a person to join permanently and any prospects we found online did not want to come to our server. I recently changed servers with a friend because she had some bad experience hopefully this server is better.
    (1)
    Last edited by enthauptet; 08-24-2016 at 01:41 AM.

  9. #49
    Player
    Hammerhorn's Avatar
    Join Date
    Dec 2013
    Posts
    219
    Character
    Hammerhorn Oathsworn
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    Yes the tiers are too hard , when content drops the first raid level should be kinda easy , let the team sink teeth in get gear have fun , the next level should take alittle more time , and the next more like a stair case of progression. Every raid tier released has be like level 1 hard , level 2 stupid hard level 3 back to hard , level 4 between hard and stupid hard. Raid groups are "lucky " to finish level 1 in a month! Then they break up on level 2 cuz its Stupid Hard. Yes a hand full of dedicated raiders who raid 5 days a week and 300 wipes late will clear but tbh its losing its appeal to me and Ive raided every release content. Id rather see level 4 Stupid hard and a gradual increase in difficulty to get there rather than how difficult things have been in the past. Keeping people motivated ro die night after night gets hard for leaders when one mistake can spell total failure.
    (4)

  10. #50
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by loreleidiangelo View Post
    Raiding isn't too hard for me, but it certainly is boring. Oh look, someone had a brain fart five minutes in and now we're back to the start of the fight because for the most part, a single derp is unrecoverable. Zzzzz. When the content relies on 8 people performing in a predetermined pattern without a single screw-up, it gets pretty old and tiring after a while. I don't really equate gimmicky one-shots with difficulty, they're just needless frustration, and XIV raiding has gimmicky one-shots in spades.

    Maybe all raiding is like this, idk. But I'd prefer if rather than pointless pass/fail checks there would be more "snowballing" mechanics where if you derp once, it's harder (but still beatable), derp too many times though and you wipe.
    While I don't find these mechanics boring, I do tend to agree with your overall point. Groups should be able to pull out an underdog moment. In fact, those typically are much more fun because it's inherently unpredictable and exhilarating. Which segues into another issue I see with the game: predictability. Instead of having trunk loads of damage or near one shot mechanics, I think the devs should explore allowing the A.I. more leeway with when mechanics start happening. Let the difficulty come from having to anticipate attacks on the fly.
    (1)

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