JP players also have localized PSO 2 while westerners either have to play with a fan done translation that isn't applied to all windows and interfaces in the game, learn Japanese, or play on the Southeast Asia server which generally has horrible latency and connection stability.
But if we are talking Square online games... Westerners never got Front Mission Online either >.>
You think its the raiders why games died? First of all show us proof of your statement and second of all its the people who whine everytime that everything is to hard who destroy games and make it boring for the majority of players, so they leave if the publisher/developer slices a game down to baby mode.
I think you and the person you've quoted are these typical players who think that only their way to play is the right way and especially people who like harder content (mostly raiders) should not be here.
RitsukoSonoda Sega just doesn't want to change their game for westeners because they are a pretty complicated crowd compared to the asian players and thats why we'll never get a official Pso2 version.
Because the general opinion of many western players is simply what's the point?
The rewards will be a pile of trash next patch and the challenge itself will be meaningless. The treadmill in this game is so fast it simply destroys most players motivation.
if you want more players to take part in raids you simply have to make the rewards actually desirable, lasting and useful in some way. generally speaking for example most of the games content can easily be done in verity gear so even the normal mode raid gear isn't worthwhile or desirable.
The difference is in XI players actually wanted to raid or do the various endgame. The rewards from participation felt incredibly powerful and valuable and as such they were incredibly desirable. Players would blow months or even a couple of years clearing an entire cop storyline and get a single ring at the end if it. But damn that ring was priceless felt so valuable.
Xiv just doesnt have that. Everything is just temporary junk and nothing feels priceless or valuable there just no desire to do raids when the rewards are worthless trash. It's why the player base puts more effort into glamour or farming cosmetic mounts than it does about progression or raiding.
it's been the same in virtually every treadmill game. and why almost every treadmill game has such a low participation in raiding and endgame activities. if you want to get more people into raids you simply need to make the rewards that much more valuable and desirable and more than just a piece of placeholder trash till the next patch comes along.
I find it amusing how this game is apparantly so much more successful than xi ever was but the active playerbase really isn't that much different in size. Xi held a fairly steady 500k active players until abyssea came along and fkd it up.
And the various censuses going around here put the active player base of xiv anywhere between 300k and 800k depending on which month you look at.
10 million players or something they said recently. And less than 8% Are active. although I can't be sure i'd wager the endless treadmill and constant lack of content is a major factor in that. game has loads of content sure but 1-2% of it is actually relelvent. which is why theres never anything to do.
Last edited by Dzian; 12-04-2017 at 01:30 AM.
Initial Gordias numbers aren't a fair estimation. It was statistically impossible to clear without various bits of ilvl 310 gear, including tomestone weapons. The devs even acknowledge they didn't tune the fight properly—balancing each mechanic individually not as a cohesive fight. Ultimate has no gear related issues nor can players acquire a higher ilvl while the tier is relevant. So where Gordias became comparatively easier, Ultimate's difficult won't decrease until we can unsync it. By January 2016, Gilgamesh alone has more clears than every server combined with Ultimate clears. Had Gordias been tuned properly, it likely would have fallen with two weeks or less, similar to Midas or even Ultimate itself.
This is simply nostalgia speaking. FFXI existed when video games were significantly less mainstream. A large portion of the audience where teenagers or younger who could spend hundreds of hours whereas today the highest demographic is 25-35; adults with jobs, college and real life responsibilities. While one can certainly argue against FFXIV's rapid treadmill pace. Comparing it to its predecessor is disingenuous. Port the enormous time investment and grind associated with FFXI into today's market and it likely wouldn't attract a fraction of its peak subscription count. Even the juggernaut that is WoW had to adapt to a market that simply doesn't have the same time nor desire of a decade prior.
Last edited by Bourne_Endeavor; 12-02-2017 at 10:07 AM.
It's more like most mmos die because the devs get greedy and put p2w elements into their cash shops or they get incredibly lazy and slack hard on the raid content so people get bored and leave.
Many free mmos still retain numbers at or above xiv but we don't hear as much about them because they put money back into the game instead of PR. SE is great at advertising and at pr, more so than game making. Otherwise we would have something more creative when it comes to endgame.
This game is more talk than substance which is why we can predict each patch and why everything is just a reskin of the previous. Nothing is new, nothing is original, nothing comes out that feels tested or played with God mode turned off and nearly every system is broken. Housing, pvp, gold saucer, etc. Then there is the veeeery long list of things that had so much potential that they just flat out abandoned.
But since it has the Final Fantasy name and advertising team its a "successful" and "innovative" mmo, which anyone who is not blinded by fandom can see is clearly not true. I am here because I have been since beta v1, but at this point its only a placeholder. I barely even log in anymore, because there is no point outside of tome runs. And really what's the point of that even?
Well there's WoW: Warlords of Draenor that managed to lose nearly 5 million subscribers in 6 months. Anyone who played then can tell you any feature outside of raiding received criminal levels of neglect.
It is definitely possible to focus too hard on the most visible minority, because within a month over 80% of of players, that is to say the players that weren't interested in even the easiest version of a raid that has a difficulty of easier than an extreme primal, had absolutely nothing to do. WoD lost nearly a million subscribers a month of a good reason.
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