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  1. #12
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RiyahArp View Post
    So you like vote abandons and doing normal dungeons with your static because duty findering it is a crap shoot? Because that's what happens when you make basic content markedly harder. Did you like rath ex learning parties? That's what you are going to get with a hard dungeon. So every time you level, you are going to have a rath ex experience, i.e. it taking forever to fill, it disbanding due to wipes a lot, and maybe clearing after a full lockout if lucky.

    I think you guys assume that hard means "still can beat in a single pull, but i don't fall asleep doing it." The idea that this content might actually be difficult to many people slips by you.
    You mean having dungeons where I have to turn my brain on and can't simply pull the entire room while the DPS spam AoE abilities? Yes. I will gladly take increased failure rates over what we have now. Of course, as per usual, you argue in extremes. Progressive difficulty doesn't mean everything becomes unbearable challenging, but simply scales upwards. A direct equivalent would be campaign modes in single player games where you go from Easy to Normal. If such a curve existed, you aren't going to a constant string of disbands because people will actually have to put forth an effort. When nothing challenges, people get complacent. The reason you see so many mess up Tsukiyomi normal is due to how laughably easy the game between the end of Stormblood up to 4.3. Then out of nowhere, you have an abrupt spike that people aren't expecting. That is FFXIV's issue in a nutshell. Constant, random, spikes of difficulty in lieu of a developed curve.

    That's precisely what hard means. Why is that such a bad thing? Need I reiterate for probably the thousandth time now The Vault is a good example of difficulty done well. It isn't Rathalos EX level but it's not something you can sleep through. What a novel concept. If anyone finds Swallow's Compass hard, they are either woefully undergeared or haven't bothered to learn how to play the game. Players like this shouldn't be rewarded.

    Quote Originally Posted by TaleraRistain View Post
    People were vote abandoning in swarms when Shinryu first came out and for a good amount of time afterward. I ran Trial Roulette every day and constantly saw it. I helped a lot of newbies through it, but not everyone is going to stick around like me. The only thing that scaling up the MSQ is going to do is drive off those who are only in the game for the MSQ. The optional content is there for the challenge.

    As for the OP, I think it's a good idea. I wouldn't give it unique drop rewards, but a higher tomestone reward like MSQ Roulette or Alliance Roulette have would be a good incentive to run it.
    Because the game is piss easy until Shinryu shows up. As I said, when you have sudden difficulty spikes like that, it will create a wall for people who weren't anticipating such a jump. On the other hand, if content grew progressively harder, Shinryu would feel like a natural step. Is it too much to ask casual content actually require two healers?

    Even casual players are asking for more. We lost a dungeon because the developers outright admitted people have been finding them boring.

    Quote Originally Posted by Zojha View Post
    It doesn't. WoW already tried that. It doesn't matter if you do it progressively or not - at any difficulty point, there's someone who's gonna fall off, either because they simply hit their skill cap, or because they no longer find it fun and go play sth else. If it was any other way, we could slowly make the entire playerbase beyond Ultimate-ready just by taking perpetual baby steps upward. Good luck trying.
    There needs to be a balance. If I recall, WoW swung too hard in the opposite direction which will turn just as many people off as making everything super easy. We've seen that first hand.
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    Last edited by Bourne_Endeavor; 09-08-2018 at 05:54 AM.