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  1. #121
    Player
    Zenji's Avatar
    Join Date
    Aug 2015
    Posts
    76
    Character
    Zenji Akemi
    World
    Gilgamesh
    Main Class
    Machinist Lv 80
    I've been raiding since Coil and I've been in several raid groups from casual to midcore. For me the allure of raiding doesn't come from the content or the loot, it comes from how much fun your having with your static. There should be this feeling of comradery. Kinda like that ffxiv commercial where the childhood friends took down Titan. Sure the trial is laughable now but they had a blast. There are groups that function like robots, no talking no joking around and things get real boring real quick like that. Just my opinion.
    (2)

  2. #122
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Kosmos992k View Post
    Set bonuses could work without a skill tree by granting traits instead of skill bonuses.
    Although it would cause some more item bloat... they could make 2p set bonuses that consist of weapon and off-hand for unique abilities to a class. Or make an off-hand that is purely an ability modifier trait.

    Example could be Bards could get Quiver's for the off-hand slot, one of them could be Wind Aspect Arrows which grant a 10% better proc rate on Straighter Shot.

    That being said, can lead to a number of balance issues by itself doing that.
    (0)

  3. #123
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Bourne_Endeavor View Post
    I am a firm believer people suck at this game because it hand holds you endlessly. There is no incentive to improve. If we had a proper difficulty curve throughout all content, this wouldn't be nearly the same issue. Frankly speaking, normal mode shouldn't be an absolute joke. This way players who cannot commit or simply aren't interested in a harder challenge, still have something to work towards. Savage, meanwhile, shouldn't be entirely inaccessible. Gordias did no one any favours. Midas, on the other hand, was a solid tier that with some mild tweaks, particularly to A6, could have easily remained the de factor Savage.

    All that being said, XIV needs more content in general. Everything being made easier only means we have far less to do long term. While I am not bored per se, it's more due to social interactions than content.
    I am a firm believer people suck at this game because some people just have a ceiling. Somethings are just more natural for others. Normal Joe can improve his basketball game, but if the natural skill is not there he cannot become an NBA superstar, maybe an ok player with unshakable will and working hard. No content should be an absolute joke. If most of the playerbase still die frequently and don't get consistent clears then it is not a joke.

    The players who can't/won't commit to raids have three possible reasons.
    1.They cannot get good enough
    2.They cannot or will not get 24 other players in a static and practice a routine hours upon hours.
    3.There is not a lot to do besides raids here if progressing persistently on your combat class is your sole goal, minus hunts or faceroll stuff.

    So it's kind of do raids or do something else way easier or not combat focused.

    Easier has nothing to do with having long term goals in my opinion. Even if SE made the most difficult raids ever, only an elite would beat if fast. Their online guides would lead to the slightly less skilled getting it done. While everyone not up to snuff would try/die/and try to find something else to do.

    Somebody will beat content fast even if most don't.

    The main things that affect long term activities is:
    1.Finding something you're able to do consistently progressing slowly
    2.Gating (It's a naughty word, but no amount of skill can overcome it)
    3.Long Persistent content(Content that regardless of skill takes tremendous amounts of time to achieve)

    To reach the widest possible base it has to be something that requires thought, competent execution(not flawless execution), and allows people to depend on one another without requiring you to live in the game or be at a standstill without others. Currently after MSQ if you don't trial or raid most stuff is braindead easy or requires you to kill things on lower level content.

    Anyways not calling you out because from your post it seems you are pretty good at raids and it's good there is stuff you can do. I just want something different besides raids personally. Something challenging but not finger pretzel super challenging that is pretty easy to get groups for that dynamically scale, not fates, not hunts, not relic farming at beginner areas.
    (1)
    Last edited by Sandpark; 08-18-2017 at 06:50 AM.

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  4. #124
    Player
    Delily's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    666
    Character
    Delmania Shadowstar
    World
    Diabolos
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by TankHunter678 View Post
    That being said, can lead to a number of balance issues by itself doing that.
    Which is something that needs to be mentioned. A lot of the design of FFXIV is to help reduce the constant churn of balancing. Just using tanks as an example, if we have 3 skills trees per tank, that would mean the devs would need to balance 9 separate classes with each other, just for a role. If we had gear like we do in XI, that would add even more complexity to the balancing act, because now you'd need to factor in gear when balancing (and there still would be BiS sets like there are in XI.) . By keeping the classes in roles and standardizing the gear, it reduces the constant tweaking.
    (0)

  5. #125
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by TankHunter678 View Post
    Although it would cause some more item bloat... they could make 2p set bonuses that consist of weapon and off-hand for unique abilities to a class. Or make an off-hand that is purely an ability modifier trait.

    Example could be Bards could get Quiver's for the off-hand slot, one of them could be Wind Aspect Arrows which grant a 10% better proc rate on Straighter Shot.

    That being said, can lead to a number of balance issues by itself doing that.
    If the impact is scaled properly for anything that affects direct damage taken or given, it could be scaled to be the rough equivalent of 5-10 ilvls. With things like poison resistance I guess it depends how they handle the resistances. Status and elemental resistance have always been a mystery since we have the scores by can do nothing to modify them, so one has to wonder whether they are purely for show or not.
    (0)

  6. #126
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Sandpark View Post
    No content should be an absolute joke. If most of the playerbase still die frequently and don't get consistent clears then it is not a joke
    The problem is the whole games an absute joke. Because of how easy content is. I would bet less than 1 single percent of all dungeons runs fail to clear a dungeon. Because they're a joke.

    I can't imagine many omega story or story mode trials have a substantial fail rate either because they're a joke.

    The whole game should be harder because I fully agree with this
    Quote Originally Posted by Sandpark View Post
    No content should be an absolute joke.
    I would say the reason extremes and savage have higher fail rates is because to many players are used to the game being an absolute joke.
    (3)
    Last edited by Dzian; 08-18-2017 at 08:21 AM.

  7. #127
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Sylvina View Post
    "It's too easy" they cry. Meanwhile in reality, people struggle to beat O1s savage. Nice try, but the difficulty is just right.
    This is where I was going.

    The way I see this is like a rubix cube, complex puzzle, math problem, or anything that requires a mental process. They all have a solution and once you figure it out, the challenge goes away. The true challenge, is finding this solution. In an 8-man raid, even with a static, if its new to them and they all go in blind, it's going to be challenging. They have to figure out how the mechanics work, and the coordination between the 8 of them. Once this is solved, then the only challenge left of the raid is to not screw up, and if all of you are good at not screwing up, then there's not much left as far as challenge goes.

    It is this very reason why I love PUGs. For every single instance, the challenge is never the same.
    (2)

  8. #128
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Dzian View Post
    The problem is the whole games an absute joke. Because of how easy content is. I would bet less than 1 single percent of all dungeons runs fail to clear a dungeon. Because they're a joke.

    I can't imagine many omega story or story mode trials have a substantial fail rate either because they're a joke.

    The whole game should be harder because I fully agree with this


    I would say the reason extremes and savage have higher fail rates is because to many players are used to the game being an absolute joke.
    Is the game considered a hardcore game? Absolutely not.
    The developer actually hints at accessibility in most interviews.

    Story being easy-mildly challenging is fine by me. The basic traditional FF formula for most FF. If the entire story was Savage only we would have even less people completing the MSQ and less players in general.

    I agree on most dungeons to a degree. I doubt SE will go back and add savage dungeons for every dungeon in game.

    Even hard mode is a bit easy. It's when things start getting into extreme or harder that the playerbase starts getting divided.

    A tad more difficulty in general would be nice. But more than difficulty I think the game could use more variance. Regardless of difficulty, once a content is mastered since it is defined and heavily scripted it becomes a cakewalk for the players who master a certain content and for the others who struggle it becomes ugly. You either a master of rotations and dodging, or an occasional master of rotations and dodging. Jump-rope.

    I was speaking more to how about the game is built. Let me use a basketball videogame for example.

    Most of the game outside extreme/savage raids or trials is like:
    • Open world- A practice shootaround pregame, no stress, no people depending on you.
    • Dungeons/certain hunts- Are like a preseason game. You have to work with team-members but still little stress or people depending on you. Team synergy is there but not truly demanding.
    • Extreme+ raids/trials- Are like the nba championships. To win you have to execute almost flawlessly, your team members have to execute flawlessly, but team synergy works the same way it did in the easier content.

    No matter the content if it is group based. Even though you are in a party. It is like you are playing alone.

    People rarely talk or strategize except before/after the content or when crap starts hitting the fan.
    You dance around doing your dribble sets and either do them to perfection or stumble but your dribble sets don't lead to synergy in itself
    Party buffs are sort of synergy oriented but only in a number because most player's A, B, C skills don't interact with each other aka the other party members skill.

    Even the limit break though built up by the entire party is solo because only one player interacts with the system.
    The make or break moments are group dependent but the means are solo centric. By the means I mean each player must do the jump rope almost flawlessly on their own and if someone falters here comes the big bad skill that one shots the party with no means to mitigate it through last minute party synergy.

    The enemies do not care which job you are or party composition only your role because whatever skills you used worked on the previous 100 fights will work on this one, so it comes down to dodge or die.

    I want more team synergy,variance, and a harder type of difficulty besides reflex/memorization in quest, open world, basically everywhere.

    Instead of always.. I see the eye,I turn around let there be an optional.
    • I see the eye, I cast barstonra.
    • Maybe even let the paladin have a reflective shield move that can protect players behind him that requires a barstone buff from healer.(That's some Medusa stuff going on..)
    • Or I see the eye I hack the opponent's eye so the party receives a less potent stone debuff.
    • Maybe even make the eye hack require a two party member weaponskill synergy.

    Or instead of I see the stack symbol during Ifrit run to the group.

    Maybe have a party synergy move that mitigates fire damage.
    (1)
    Last edited by Sandpark; 08-18-2017 at 11:59 AM.

  9. #129
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    Quote Originally Posted by bswpayton View Post
    That tiger is 2000 hunts who's doing 2000 hunts exactly
    Even if we take that away its still lots of items that you can get through hunts, which is easy content. Just comparing the newest minions and the mount speed with the reused but dyeable gear and one mount makes one really feel that there is nothing that rewarding in the raids.
    (0)
    Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
    Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
    A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.

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