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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    The average player doesn't have multiple characters for raiding. Yes, you can exploit this loophole, but only a small minority do. For a comparison example, when people mentioned retainer and inventory space, Yoshida specifically stated the vast majority only use two retainers, which is why they didn't prioritize it for such a long time. Granted, there is a cost involved, however the point remains. If few people exploit the loophole, whether due to laziness, money or contentment, it's existence is irrelevant. So why would people grind on a single character if they won't level a separate? Accessibility. They don't have to slog through the lengthily MSQ and remind themselves to log into it consistently. You aren't wrong in the sense they could... but they haven't. On the other hand, people were grinding Verity week one.
    Fair enough. Granted that MSQ grants experience across its entirety, enough even to outperform the armory bonus after 61. It's probably the disgust of listening to the shit more than once, and regathering all one's aether currents, etc., more than the actual time spent. Which... doesn't bode well.

    I'd likely still have 3 characters going if not for one simple thing: I don't like the other two as much, character-wise, as I used to. I like this one. I want to just play this one. And so there went the ability to fully gear 3 gear sets at once. Which then becomes 6 and eventually all 7 with time over a given tier, before resetting. Now I get the one, which I have to split over the largest roles (MNK/SAM only because I didn't want to play casters or ranged this time, and tanks and healers).

    Again, though, even if that accessibility and just the fact that people have at this point been sort of habit-trapped into all-in-one characters by this point would open up massive potential for quick but finite grinding, I still don't think that fear warrants the limitations we face now for having placed all jobs on one character. Maybe there's an ideal balance point. But I'd rather caution towards consistency in concept, cutting out that design hypocrisy, than being consistent to the formula thus far.

    Either way this isn't likely to happen with the system currently set in place. Just imagine how clunky that would look, with Creation Tomes of Striking, Maiming, Scouting, Aiming, Fending, Healing, and Casting. It would look horrendous. No, this would have to be design philosophy of something new, that can make it work so people don't feel any more like they have to grind away at tomestones, tombstones, or whatever any more than they do not—hopefully less. They should feel more encouraged and able to play the game how they want and for want of just playing the game. I just really think that when we move towards that system, alt-friendliness shouldn't be limited to multi-character setups.

    Quote Originally Posted by Bourne_Endeavor View Post
    How is it an alternative when it's the same ilvl everyone has already been grinding for nearly four months? You acknowledge upwards of eleven jobs could be fully geared before 4.1 releases, yes? They would be ilvl 330, the same ilvl Ivalice will drop. Therefore, it's no longer an alternative because everyone will already have said ilvl. Instead, people only run it for the tomestone upgrade not the loot.
    A BiS alternative would have to be 340, competing with the augmented and Savage gear. And ideally, you'd want it to be upgradable with the next introduction of currency to whatever the new weekly cap gear would be. I'm sorry, I totally lost track of where I had gone into which details. That is totally on me. I've been jumping down your throat so at least I should not have assumed that my "alternative" would be entrusted mutatis mutandis. (former typo)

    Currently, I have to continuously run dungeons if I want Cassandra to have full tomestone gear on multiple jobs. I'll continue to do this well into 4.1 unless I level a separate character. As I haven't and probably won't, at least not for a long while, I'll queue into content consistently enough. With your proposal, I wouldn't since by 4.1, I'll have all the jobs I care about finished.
    Yes, to be an alternative, it would have to be a sidegrade for the highest ilvls thus far, and ideally a side-option for beginning the next tier. That means a buff to casual raid gear. That's what I meant by it being an increase to gearing rates, but I totally left out the actual numbers and... all that is important.

    (Likewise if you wanted Omega normal to keep being run after its served its purpose as step-stone gear, that gear too would need to be improvable to Creation levels, and/or creation tome farming for alts just a side-effect of grabbing that intermittent gear—i.e. it would have to be a damn good way to get Creation, and it actually probably would deserve guaranteed loot at about the time the cap is removed (often counterintuitively increasing the time it takes to get anything from any turn unless really lucky in one's rolls).

    Basically, my perspective on the whole issue is the devs haven't made any adjustments because not enough people have either exploited their restrictions or they don't have an issue with them. Keep in mind, forums make up a very small portion of any game's community.
    Yeah, that's gotta be it. It just feels immensely hypocritical and counter-intuitive to me. in other words, it hits me right in the trigger button. And I know a lot admittedly small enough group of people to be wholly susceptible to sampling bias of people who have felt the same.

    I'll admit though, there should be some sort of poll or questionnaire given to players who unsub. That might help give the devs ideas if certain systems aren't working.
    I unsubbed a few days back. The rationale options, as far as I can recall, were alike to "I don't enjoy playing anymore," "I don't have anyone to play with," "I don't have the time to play," and a couple other standard-fare ones.

    Regardless, my defense of the system doesn't mean I like it. Frankly, I'm indifferent. I haven't had problems joining PFs or obtaining enough gear on Cassie for it to ever present an issue. That being said, I won't argue it doesn't get repetitive.
    In truth, I'm the same way. For instance, I appreciate gating in that I'm not expected, therefore, to put in as many mindnumbing hours. People often think it holds us back, but all it really does imo is give a more level playing field from week to week for competitive players (progression players and record-breakers), and reduced the portion of our time spent in preparation for the things we play more for their inherent enjoyment (such as raiding, comparatively speaking, and varying from person to person), all while keeping a larger portion of the population useful to you. Those are all really good things...

    It's literally just the inconsistency there that gets me on principle. Its really a fairly separate issue for me, as passionate as I get about it. Ideally, there are a lot of ways I'd like to see small changes have significant effects to the game. I'd like to see a greater sense of consistent planning—something less tiered, more continuous—for progression, for catch-up mechanics, for alt-gearing, for example. But a lot of the fundamentals are more or less fine, apart from the very basic issue of the primary spenders of our game-time (e.g. Expert dungeons) aren't particularly fun in themselves, while we could be having a lot of fun even just meeting the basic everyday efforts of the game—it just feels like the carrot-and-stick is presumed sufficient, which may be symptomatic of the biggest problem I see with general design. 'Virtual' content. And not the best disguised, accessible, or reiterative form at that. I mean, WoW can often give us the exact same instance in a way that feels more exciting across two iterations (challenge levels) than two entirely separate Expert dungeons may feel here.

    Quote Originally Posted by Snow_Princess View Post
    Well I guess I am not shocked you missed replying to this your reply to the quoted is after I said this, however I have a big issue with the argument of "give a more level playing field from week to week for competitive players (progression players and record-breakers)"
    I do mean "more" here in solely a comparative, not resultative, sense. It does not account for access to omnicrafters, to money, or to time. But it does at least prevent people from feeling obliged to grind ceaselessly just to be the best they can be before they even step foot in the place. You so obviously can't get out of the learning process by pre-grinding it that you won't try (save insofar as grabbing your tome gear first if it's a spending week). And therefore you don't burn yourself out as badly just setting up for it.
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    Last edited by Shurrikhan; 08-05-2017 at 05:16 PM. Reason: Getting really tired and typo-y.