I'll task you with a project. Develop a 24 man encounter with some example mechanics and a "expected outcome". I.e. how to pass each mechanic ideally based on 'small group, medium, and large'. (4, 8, and 24 respectively).
I am refraining from the scalar discussion bit, because I am unable to work out how I would even tackle that at the moment. I'd prefer to keep that discussion separate (but please know I SUPPORT the concept of flex), I just have no idea how to implement/tune it.
While you can some of the relic quest solo, a significant portion requires duties. While I understand your playstyle is that of a single player RPG for the most part, that really isn't what an MMO is about, nor what my content is about. It's fine for us to disagree on this, but hopefully you can see that catering a single player experience in an MMO isn't ideal.
I said to another poster that they don't need to abandon the content. They can easily make it relevant between expansions. Not only that, they could employ a WoW method where they continually retune Eureka based on current game level. I.e. Mythic+ scales to balance itself against each raid tier so that it isn't left behind.Also Diadem you have to wait for 8 people to queue up to be able to do said content. Once people have their relics the content will die off which will leave several people stranded waiting for the next time SE makes Eureka relevant. Getting 3 other people together is a lot easier than trying to organize 7. I tried getting a dungeon pop for A1-4 during 3.5 and it was virtually impossible. Not everyone wants to go back and queue for old content that they already spammed.
Again, I hate to reiterate this statement, but seriously it's an MMO, not a single player RPG. The bulk of the content SHOULD be party content, not single player stuff. That is my personal opinion, feel free to refute it, but you will not change my mind on this.Forced parties.... I don't always want to party which is why I don't touch raids after I complete the story and I only did A1S for light on my first relic. A1S is the only savage content I have ever touched and had the desire to touch. For my PLD relic I did PvP.
They still wouldn't be. You're quite literally the perfect example of what I am trying to convey. A player like you would queue up in DF, pay your 100 tomes, get matched with randoms and go on your merry way working on your 1 star Eureka run to power up your relic.
It'd be equivalent to doing a dungeon with not max ilvl that you don't know the mechanics too. Realistically it'd be no different than your first run of Skalla, but instead of it being once, it'd be everytime you queued into it? Does that sound bad to you?
Meanwhile, a player like me can get my static or a PF group going and tackle a 3 star and work on our relic weapon too and be proportionally rewarded and challenged. We're grinding just like you, but it's not mindless to us and we can get a relic weapon doing content we like, just like you can for you.
You're preaching to the choir here. This content is about powering up (earning) gear and earning other gear via drops (inside the instance). You even spend tomes to get in which further reinforces that concept.
Fair enough, appreciate the insight. I will say that you don't need to min-max BIS stuff (at least I don't and I have 90%+ logs) and I personally haven't seen much TRUE elitism lately; mostly just the nonsensical people who are bad who think x y z is good, when it is objectively not.That's a lot to go in but i'll try to sum up the main points.
1. Too much elitism and not enough statics these days from my experience.
2. I don't care about min/max BIS crap, I did that in WoW for years and burned out on it.
3. Gear elevators, becomes worthless after a few months of a higher tier.
4. Lack of helping learn the fights, I play on a console and I don't use discord.
5. SE basically has made the game into dance dance revolution or DPS sponges instead of actual meaningful content.
6. Generally hate the instant KO mechanics, along with too small areas to move...Not fun imo for raiding.
You can easily get discord on your phone if you truly were interested in being a part of that.
I agree with the heavy choreographic nature of encounter design.
I also agree instant KO and predictable encounter environments are clear detractors to FF14 raid design.
I am not opposed to pulling my concept out of relic territory and into somewhere else. That said, I hope my response above about your expected experience would help mitigate your concerns about the concept.All in all I love the concepts you came up with just not in an MMO environment, I would love to see stuff like that added to POTD 2.0 or some such, just leave the relic alone, since we're getting relic armor along with weapons it's just too much to handle imo for the average player. SE doesn't have a habit of scaling content down, you can still wipe quite easily on original coil, ARR primals, etc. I love the challenge of soloing back content but SE just keeps the mechanics too heavily in them, to do for the most part.
I'm going to butt in here with my own input. Not sure if we covered it previously, but my largest gripe with the raid encounter design is that everything is so fixed. Failing a mechanic almost always results in a death, or a full wipe. That's not FUN imo.
Ideally I'd like mechanics to be more organic in that failing the Shin EX heart doesn't wipe you, but maybe it spawns an add, that then channels a cast to break one of the random squares left. or maybe the add pulses AOE damage based on how close you are to it, meaning you now need to be more aware of tethers etc and stay away from it, or kill it when other raid damage dies down. Stuff that allows decision making on the fly, chances for people to excel and recover.