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  1. #1
    Player Brian_'s Avatar
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    Jun 2015
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    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Neophyte View Post
    But why does people who don't care about the story (or as I said quite often now: Someone like me who cares, but wants to have a 2nd or 3rd character in end-game content) even bother you?

    As Terribad explained: Doing all the MSQ isn't doing anything good or worse to the overall player skill. There are some who care about getting good, and some who don't. That has nothing to do with doing MSQ.
    Yes, MSQ is a slow way to learn every bit of the game in a set pace... but what, if someone doesn't want to, but wants to learn the ins and outs of the battle content with PotD or with friends in current content? As if they care that the first 20 runs with their friend are kinda rough. All I see is that you want to prevent them from that.
    Maybe a girl-/boyfriend who enjoyed the story together with you and then decides to make an own account and enjoy the further story together with 2 characters? Too bad, you're only entiteld to leave base game after 280+ quests.

    If people still have a sprout for 168h and get encouraged to learn their class there is no problem. This encouragment to actually learn a bit about your class has to be created anyway. They could also create something like an alternate 10h long MSQ (you can already be level 50) which leads people into the game mechanics and "what has happened". Make it cost ~20€ like a DCL for a normal game to justify those extra works for that, pff..
    Your examples are not the majority. They are specific and situational examples. That's the problem. If you want to release a jump potion that can only be used for alts or with a RaF code, then I think SE would ask if it's worth the trouble to cater to such a minority when they should be looking at majority based solutions. They already give people the option to spam click through dialogue, skip cut-scenes, under-size rush trials and dungeons, and burn through the MSQ.

    And the MSQ does make a difference. I think most people have come across a healer or tank that has leveled exclusively through FATE spam as opposed to by doing dungeons. The MSQ at least does something to try and guarantee a very basic competence.

    So, in order to cater to your specific examples, you are throwing the majority of players under the bus. Yea, some people who use the leveling pot will be doing it for an alt. Some will have outside help for self improvement. The majority will just be regular new MMO players who bought an expansion and want to just jump into the current content. Do you not see the blatant skew in equivalency there?

    Games that use leveling pots need to be designed specifically for them. Earlier, I told people to think back to 3.0's release. Dusk Vigil and Ravana, the first dungeon and trial of the expansion, were not designed for players completely new to FFXIV. Players were dumped straight into the thick of things because it was expected 2.X's MSQ prepped you for it. When we get an expansion with a means of skipping straight to it, it'll require a much more specific design that allows new players enough of an introduction but doesn't bore veterans.
    (2)

  2. #2
    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 Sandpark View Post
    Pretty sure most just want the fat trimmed. Say the ability to go 1-60 without 499 sidequest working for fed-ex. The group dungeons, the important instanced solo combat MSQ, and job quests.

    To actually level just as fast as if playing your first playthrough experience wise, but cutting all the padding out. They could still keep the filler quest for extra experience/lore lovers but just not needed.

    And Stormblood could add it's own time fillers, and when the next expansion comes out after it, the Stormblood expansion gets trimmed as well.
    Trimming old content would be nice, in theory. Unfortunately, it's not going to come without cost. Any part of story condensed will necessitate rewrites and new animations to keep the story cohesive. You cannot just remove say, the company of heroes questline, and have players immediately go into fighting Titan, otherwise the story would become a convoluted mess. Any further tweaks, like unlocking dungeon requirements or opening the game entirely from the word go, would need additional coding. Keep in mind, the devs have said repeatedly how difficult its been just to make queueing into dungeons with our Chocobo out or dyeing only certain sections of clothes because they didn't originally code the game in such a way as to allow those features. Therefore, whatever time and resources are needed to overhaul the MSQ would be subtracted from Stormblood's budget, all for content none of us current players will ever see. Now if it wound up being cost efficient, then sure, this might be the ideal solution. On the other hand, if it took a sizable portion of the budget. I'd rather they do a jump potion and not allocate money to content I'll never even see unless I level an alt.

    Quote Originally Posted by Brian_ View Post
    Games that use leveling pots need to be designed specifically for them. Earlier, I told people to think back to 3.0's release. Dusk Vigil and Ravana, the first dungeon and trial of the expansion, were not designed for players completely new to FFXIV. Players were dumped straight into the thick of things because it was expected 2.X's MSQ prepped you for it. When we get an expansion with a means of skipping straight to it, it'll require a much more specific design that allows new players enough of an introduction but doesn't bore veterans.
    Even at release, Ravana was easy. Dungeons have never been difficult, even if you happen to get someone with little to no idea where they've doing. You are overstating the impact it would have, especially seeing the amount of players who did opt for this expensive means of accessing the expansion wouldn't outnumber even current players. You'll have nearly the same likelihood of coming across someone bad as you do now. Eventually, things would balance themselves out-- with people who cannot be bothered to learn how to play the game properly leaving and those genuinely interested learning of their own volition. Not to mention, WoW's jump potion also forces those who purchased it into their equivalent of a "Hall of Novice," where people had to complete certain dungeons or whatever to "prove" they had a general idea how to play their chosen job. No reason to think something like that wouldn't be required for FFXIV too. Think like, "complete the following number of dungeons/trials/raid"
    (1)
    Last edited by Bourne_Endeavor; 10-20-2016 at 05:15 PM.

  3. #3
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Bourne_Endeavor View Post
    Even at release, Ravana was easy.
    Not for everyone, and there was legitimate tricky mechanics than can surprise you even if you're a good player.
    Quote Originally Posted by Bourne_Endeavor View Post
    People who cannot be bothered to learn their jobs, won't stay.
    That's where you're wrong...they stay...and they complain over and over about how <insert_instance_name> is too hard.
    Besides, job is not the only thing that the MSQ teach you. You also face a lot of important mechanics in those fights.
    The gaze mechanics, the pack mechanic, the break-the-chain mechanics, the tower mechanic, etc...all of those are taught in a "newbie-friendly" way in story dungeons/trials so that you can deal with theirmuch harsher version in optional content.
    (2)

  4. #4
    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 Reynhart View Post
    Not for everyone, and there was legitimate tricky mechanics than can surprise you even if you're a good player.
    Right. And not everyone who used a jump potion would find him difficult.

    That's where you're wrong...they stay...and they complain over and over about how <insert_instance_name> is too hard.
    Besides, job is not the only thing that the MSQ teach you. You also face a lot of important mechanics in those fights.
    The gaze mechanics, the pack mechanic, the break-the-chain mechanics, the tower mechanic, etc...all of those are taught in a "newbie-friendly" way in story dungeons/trials so that you can deal with theirmuch harsher version in optional content.
    Are we really going to suggest these mechanics are difficult to learn? Gaze, you look away. Towers, one person stand in the glowy spot on the floor. Giant arrows targeting one person, everyone stacks. All of these can be figured out either through very simple trial and error or by being told exactly in the manner I just did. Not to mention, plenty of people who may favor a jump potion are already MMO players and would have a general idea of those mechanics, especially trash pulls. Furthermore, a "Proven Grounds" like how WoW does it, would explicitly showcase these mechanics if you were required to complete certain dungeons. That all said, you can learn how to play this game within a day using nothing but Youtube. When I first started tanking, I looked up newbie tank guides, then those dedicated to Dark Knight. Those taught me far more than the game itself ever did. Keep in mind, people like MrHappy and Mizzteq literally explain every single mechanic you'll see in every dungeon within the first week of their release. Someone skipping ahead may also have friends, who would explain mechanics and/or the selected job.
    (2)

  5. #5
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Bourne_Endeavor View Post
    Are we really going to suggest these mechanics are difficult to learn? Gaze, you look away. Towers, one person stand in the glowy spot on the floor. Giant arrows targeting one person, everyone stacks.
    Considering they had to nerf Blighted Bouquet because "Stopping any action" was apparently really difficult...yes, we might suggest that

    But the problem is not the difficulty, but the punishment. In dungeons, failing these mechanics won't result in a wipe, so you'll have time to learn how to deal with it by yourself.
    In raids you fail a stack, you wipe, you fail a gaze, you wipe, you fail a tower, you wipe, you fail a split, you wipe...
    (1)

  6. #6
    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 Reynhart View Post
    Considering they had to nerf Blighted Bouquet because "Stopping any action" was apparently really difficult...yes, we might suggest that

    But the problem is not the difficulty, but the punishment. In dungeons, failing these mechanics won't result in a wipe, so you'll have time to learn how to deal with it by yourself.
    In raids you fail a stack, you wipe, you fail a gaze, you wipe, you fail a tower, you wipe, you fail a split, you wipe...
    Touche.

    Yes, but they wouldn't be going into raids. If you were jumped ahead to Stormblood, it would be the equivalent of Heavensward now. So you would be doing dungeons and occasional easy mode primals. And like I said, guides are available as would be a "Proven Grounds" type requirement.
    (2)