Results 1 to 10 of 73

Hybrid View

  1. #1
    Player
    TURBODOG's Avatar
    Join Date
    Dec 2017
    Posts
    9
    Character
    Attila The-bun
    World
    Ultros
    Main Class
    Red Mage Lv 80
    Seems to me, the simple answer to a lot of these requests and the solution to a lot of division in the community is a difficulty setting. You want a challenge, set your difficulty up, take more damage, deal less; challenge yourself to the max. For those of us that don't want it set it down, take less damage, deal more. To balance it out, rolls for loot would favor higher difficulty settings first. No freebies for the carried, but no lockout from a large part of the game for the uncoordinated either. win/win.
    (1)
    I think I am, therefore I am... I think....

  2. #2
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by TURBODOG View Post
    but no lockout from a large part of the game for the uncoordinated either. win/win.
    Mind if I piggyback on this bit? This is something I see float around here all the time, that a paying customer should be able to do all or most of the content. The thing is, that's just not how nearly any video game in existence works. If I suck too much to beat a boss in God of War, I can't skip it. I can't get carried by other players. I don't get to see the rest of the game. I need to get better, if I want to make the most of my purchase. MMO's hit this weird area where we want to remove skill gating, when skill gating is an integral part of a game experience.
    (3)

  3. #3
    Player
    TURBODOG's Avatar
    Join Date
    Dec 2017
    Posts
    9
    Character
    Attila The-bun
    World
    Ultros
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by dragonseth07 View Post
    ...If I suck too much to beat a boss in God of War, I can't skip it. I can't get carried by other players. I don't get to see the rest of the game. I need to get better....
    The key difference in a single player game is that you're wasting no-ones time floundering while trying to get better, a single player game doesn't blacklist you for not being good enough. As I put it, I get to test drive content that's over my head in an attempt to get good enough to do it properly, you get the trophy I'm not allowed to preserve your bragging rights, I get practical experience to get better as a player. Where would the downside be?
    (1)
    I think I am, therefore I am... I think....

  4. #4
    Player
    Kirsten_Rev's Avatar
    Join Date
    Aug 2018
    Posts
    171
    Character
    Kirsten Revenant
    World
    Mateus
    Main Class
    Bard Lv 80
    Quote Originally Posted by TURBODOG View Post
    The key difference in a single player game is that you're wasting no-ones time floundering while trying to get better, a single player game doesn't blacklist you for not being good enough. As I put it, I get to test drive content that's over my head in an attempt to get good enough to do it properly, you get the trophy I'm not allowed to preserve your bragging rights, I get practical experience to get better as a player. Where would the downside be?
    This is a good point.

    I do worry, however, about the unforeseen consequences to any difficulty adjustment / solo practice system. My general experience right now suggests that people only tend to vote kick / rage / blacklist people over repeated, critical mistakes. If there were more coping mechanisms introduced, would there be less tolerance? Would there be immediate pressure on individually struggling players to lower the difficulty, with increased loot odds serving as extra incentive? Would there be immediate rage for even isolated or slight mistakes, since additional practice tools would in theory improve the base level of player skill?

    ----------

    All this said, I personally wish MMOs weren't so focused on providing players with comfort zones. To me, the beauty of an MMO is precisely that it isn't like normal games. There isn't practice. It's part of what makes them so addictive for me: my decisions have consequences. I can't just hit the quickload button and have it all be forgotten.

    That said, I've spent over 20 years playing video games, so I speak from a position of relative privilege. I've never been afraid to enter content in FFXIV, nor was I afraid even in less-forgiving titles like FFXI. I knew I was never going to be the weakest link in any arbitrary group of 6-8 people. So I can sympathize with people who prefer MMOs that more closely resemble cooperative theme parks than anything else. To each their own.
    (0)

  5. #5
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    Quote Originally Posted by TURBODOG View Post
    Seems to me, the simple answer to a lot of these requests and the solution to a lot of division in the community is a difficulty setting. You want a challenge, set your difficulty up, take more damage, deal less; challenge yourself to the max. For those of us that don't want it set it down, take less damage, deal more. To balance it out, rolls for loot would favor higher difficulty settings first. No freebies for the carried, but no lockout from a large part of the game for the uncoordinated either. win/win.
    This wont work.
    In mixed queues there will be a huge chunk of max difficulty players just for boosting their loot rolls, even if they wont really participate in the content due to too high difficulty for them.
    And seperated queues are already implemented, Hard/Extreme for trials and Normal/Savage for Raids and even Ultimate for the extra high difficulty.
    (2)

  6. #6
    Player
    TURBODOG's Avatar
    Join Date
    Dec 2017
    Posts
    9
    Character
    Attila The-bun
    World
    Ultros
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Legion88 View Post
    This wont work.
    In mixed queues there will be a huge chunk of max difficulty players just for boosting their loot rolls, even if they wont really participate in the content due to too high difficulty for them.
    And seperated queues are already implemented, Hard/Extreme for trials and Normal/Savage for Raids and even Ultimate for the extra high difficulty.
    Fair enough, I seldom examine things from the loopholes that would be abused, not sure why I even joined the thread, it's all what if anyway....
    (1)
    I think I am, therefore I am... I think....