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  1. #81
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Quote Originally Posted by ToasterMan View Post
    Here's something I want you to think about. If you need some sort of special reward to get you to raid...........do you actually like raiding?
    Tell that to like 90% of other MMOs out there lol. You raid for progression primarily, then theres a raid for challenge. If powering up your character is essentially free, whats the point of gaining more power?

    People here don't get that point. The progression game becomes meaningless if there is no challenge to progressing your character. At that point, its simply better to have all gear as glamour only and have people get more powerful by levels alone.

    But even then people who are incapable of doing more yet desire the power will still complain.
    (2)

  2. #82
    Player
    Grimr's Avatar
    Join Date
    Feb 2016
    Posts
    199
    Character
    Grimr Astral
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Shougun View Post

    On number 2 I wish there was more talk on WoW's difficulty system as a whole but at the same time I understand it might have opened the question up too much and gave a non-answer hehe. Like they have the flex system which makes queues faster for the easier content, but they also have the mythic+ as mentioned, with the multiple tiers of difficulty, and other interesting mutations and events, so as a whole I think there is a lot to reference that's good there.

    Anyway, thanks for the questions ~
    The very last thing ff14 needs is anything from wow period. Blizz screwed up their own game and drove people like myself away. It should of been kept as normal and heroic end of story. With so many difficulties, they end up wasting dev time on mythic in which only 1% of the pop plays yeah waste of time.
    (0)

  3. #83
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Grimr View Post
    The very last thing ff14 needs is anything from wow period. Blizz screwed up their own game and drove people like myself away. It should of been kept as normal and heroic end of story. With so many difficulties, they end up wasting dev time on mythic in which only 1% of the pop plays yeah waste of time.
    Man that classic blizzard hate on the FFXIV forums XD. Also FFXIV has a great many many similarities to WoW.. so a bit late on that (Of course differences like the awesome job system, graphics, fan service references). Although to be fair the blizzard forums would do the same to other games too. Blizzard has a massive amount of experience, and has done /many/ things incredibly well as sign of their massive successes in total and in current still towers over other MMORPGS (of course they've messed up a few things too but they should have at least given their age). Although I was not suggesting FFXIV copies every little detail, but its like making an FPS.. it does well to examine what made the greats great (and bad).

    Besides on to you reaction you focused on the difficult 1% content and in that case I regret to inform you that they're already adding extra "Mythic+" content for those insane people (how much I'm not sure, probably not as much as old WoW had). That and I brought up the Flex system because of the casual players and not the 1%. It is a bit like a enjoying PotD queues for normal content (shifts things a little to allow greater party composition/sizes). Flex doesn't have an influence on Mythic content because Mythic difficulty doesn't budge based on composition/size. Ideally things are made enjoyable for all sizes and compositions, of course certain moments can break it.. but so can having everyone over gear the content and ignore mechanics (larger variation in compositions may actually bring a natural slight variation to each attempt). Too much variation would approach FATE issues, but a bit more freedom can be helpful to queues and perhaps variations in play styles.

    Not that I think "SE must have it" just wondered what their thoughts on it were. I'd prefer they learn methods on how to use what seems more common in western MMO's ability to handle large data for personal housing (for everyone) and glamour/item logs first. . If I had to pick a thing to "do next". WoW has a Garrison and Farm for everyone, GW2 has a massive guild hall for everyone (also you can be part of multiple guilds at once), WS has a house /zone/ with more capacity space than our upgraded houses in SB will have (and more actual placement area as well is for everyone) - all three have glamour/item logs and more friendly cash shops that account bind things. Not sure what happened between FFXI and FFXIV, but even FFXI has mog houses for all (that can now be two floored) and a mog island for gardening. Of course programming is complex and they could be sitting on a lot of issues (not suggesting this stuff is easy), but imo they're problems/annoyances especially when compared to almost any major competitor big or small.

    As per "wasting dev time" mutations/tiers of the same content is a far more efficient route than redeveloping an entire piece of content. So if they wanted to appease the largest amount of players, its a good system on their behalf (they already do this to an extent, I was merely pointing out that having looser compositions for the easier content would alleviate the "do fates/potd only to level cause your queue time as DD is going to be AAWWWFFULLL").
    (1)
    Last edited by Shougun; 04-26-2017 at 03:53 AM.

  4. #84
    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 CookieMonsta View Post
    People here don't get that point.
    Because it's not a good point.

    Why do you think idle-games like cookie clicker are popular? Effortless, infinite and escalating progression is their selling point. They don't have anything else. There's no compelling gameplay, no fancy visuals, no strategy, nada. They're all about progress - increasing a number, higher and higher. And since the game is playing for you, putting in effort is completely optional.

    Progression is something people do for its own sake.
    Yet it does have a point beside that, namely to trivialize content. The more power you gain, the easier content becomes - look no further than unsynced, which allowed many to finally see the coil story. That's the point of stat progression. It's why a lot of games make their difficulty options do nothing but alter your own or enemy stats.
    And it's pure irony that people want to give the items with the most stats to the people who need it the least due to their skill while depriving those who need it the most because they're not good enough to deserve it.
    That view goes completely against the point of having stat progression in the first place, but yet it's the dominant view - in multiplayer games. In single player games, stat progression still frequently serves its purpose as regulator of difficulty.
    (1)

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