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  1. #1
    Player
    SirOleas's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    709
    Character
    Oleas Aiedail
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    To answer your last question:

    I think most people seem to care because to them an MMO is supposed to be an even playing field where play style/skill and understanding of the game's mechanics shines through.

    Making easier versions of every encounter takes away from that in a way:
    Why should you get to encounter Ifrit if you haven't put in the time/effort to unlock the encounter?
    Simply because you're bored and don't want to level?
    Drops are the main motivation for some (maybe even most) "hard core" players, but being able to experience the Ifrit battle is also it's very own reward for spending time leveling/questing etc. People who have not (or refuse) to level and become stronger need not face such a foe until they are worthy of the encounter.

    Development Side:
    Why should the developers (at this current stage in rebuilding the game) spend the extra time making multiple instances of the same encounter yet coded differently so that people who have not yet (or refuse) to reach level cap when they could (and are) focused on making a better FFXIV period?

    Keeping in mind the content in the game currently is really just to satisfy most players while they rebuild the game.

    Low/Mid level content:
    Totorak
    Public dungeon

    High level content:
    Darkhold
    Ifrit

    My memory is not perfect but it seems pretty even in terms of content added for low/mid vs high level players since the development team changes.
    (0)

  2. #2
    Player
    Engineer's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    426
    Character
    Matyr Gustav
    World
    Hyperion
    Main Class
    Arcanist Lv 51
    Quote Originally Posted by SirOleas View Post
    To answer your last question:

    I think most people seem to care because to them an MMO is supposed to be an even playing field where play style/skill and understanding of the game's mechanics shines through.

    Making easier versions of every encounter takes away from that in a way:
    Why should you get to encounter Ifrit if you haven't put in the time/effort to unlock the encounter?
    Simply because you're bored and don't want to level?
    Drops are the main motivation for some (maybe even most) "hard core" players, but being able to experience the Ifrit battle is also it's very own reward for spending time leveling/questing etc. People who have not (or refuse) to level and become stronger need not face such a foe until they are worthy of the encounter.

    Development Side:
    Why should the developers (at this current stage in rebuilding the game) spend the extra time making multiple instances of the same encounter yet coded differently so that people who have not yet (or refuse) to reach level cap when they could (and are) focused on making a better FFXIV period?

    Keeping in mind the content in the game currently is really just to satisfy most players while they rebuild the game.

    Low/Mid level content:
    Totorak
    Public dungeon

    High level content:
    Darkhold
    Ifrit

    My memory is not perfect but it seems pretty even in terms of content added for low/mid vs high level players since the development team changes.
    The way your looking at it is, "i dont want low level people playing my hard earned content".

    Look at it this way. If a level 50 player wanted more challenge out of the game he has to keep waiting for that 1 new dungeon to be released periodicaly, right? then the dungeon is completed over and over. When the level cap is increased, those dungeons that you did at 50 would be pretty pointless to do again because your now a higher level. Now, what if SE simply made a new difficulty settingfor those dungeons with each cap increase with upscaled rewards, wouldnt there be more variety?

    They can even add more mobs, more bosses, whatever it may be. The data is already there, all they are doing is scaling the mobs up and moving things around. easy. there would always be a variety of things to do at cap so dungeons are always in use, and always have a harder mode when level caps are increased. would you be satisfied with this approach? if dungeon wasnt made easier but only a harder versions are released? so content cant be scaled down but up?
    (0)
    My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0


    SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.