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  1. #11
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by van_arn View Post
    If people can't play their chosen class at the necessary level to handle mist dragon this deep into 70, and they have no desire to improve, I want them to quit.

    There, I said it.
    MMORPGs that have gone "git gud or quit" for their end game content have died. Wildstar died because of it. WoW nearly did back in Cataclysm before Blizzard panic nerfed Heroic dungeons then later nerfed normal T11 and redesigned their plan for the remainder of the expansion.

    Imagine how fast games would die if they had extended "git gud or die" to the basic leveling experience as well, which is what the MSQ is. It's the common thread that gates access to all other content in some way (even if it's simply unlocking access to the zone where the content is located). The millions of concurrent subscribers WoW has had over the years was largely due to the majority of the game being accessible to players of all skill levels, not just players wanting difficult content.

    MMORPGs are an expensive genre to produce. Game companies need to make the common leveling content accessible to a reasonably large number of players for the game to remain financially viable.

    SE has had 70 levels to gradually turn up the dial on difficult. At first they were losing trickles of players who found the increasing difficulty a turn off but as the increase continues the trickle is growing into streams. Continue to increase it more and the streams are likely to turn into floods.

    It is just a game in the long run. People want to relax and have a good time. Most don't find pushing their limits too hard fun or relaxing, they find it stressful instead. It's effort they'd rather save for real life, where it actually matters.

    Once they hit their personal wall, whether from ability or desire, they lose interest and quit. That's not good for the financial health of the game. The less money it makes, the less optional content like true hard modes a company can afford to create.

    Do you really want additional content lost for the sake of pushing a more difficult MSQ? Do you really want it ending up like Wildstar?

    Quote Originally Posted by Ramesses View Post
    I see what you mean about the 5-man party idea (which is essentially to ease the burden of the work on just one healer).
    Creating 5man groups with 2 healers wouldn't solve anything. They'd have to retune dungeons to justify 2 healers beyond just the ability of one healer to raise another. There would also be a significant increase in queue times. Creating a greater demand for healers doesn't create more players willing to heal.

    What the game needs to do is give groups the ability to Raise a healer. Make it a special LB or redesign the current LB so the user either casts a Raise if they have a dead party member targeted or performs the normal LB function if they don't (assuming they have a valid target when one is needed). Or give every job a special combat Raise on a long CD. Giving it to Red Mage was a start but it only helps if the group has a Red Mage.
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    Last edited by Jojoya; 09-23-2018 at 03:40 PM.