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  1. #81
    Player
    DinahDemiurge's Avatar
    Join Date
    Apr 2014
    Posts
    260
    Character
    Dinah Demiurge
    World
    Gilgamesh
    Main Class
    Culinarian Lv 75
    Quote Originally Posted by Vulcann View Post
    i feel like the Original poster doesn't have a lot of experience with MMOs in general OR just plays in a pre-made. Because if you play with the randos in this and other games you would know this is a terrible idea. i mean its great on paper (or pen and paper) but as others and I have said once people find the "optimal" path if anyone deviates from that path or doesn't know that path they will be berated and kicked from groups.

    i mean hell i have seen groups kick a tank because they aren't wall to wall pulling because "reeeeeee it might take me 5 extra minutes to complete a dungeon!"
    I have been playing MMOs since I was 13 years old. 1999 Everquest. So trust me, I have seen first hand the degradation of the genre. I have more fond memories of challenges and triumph from everquest and FFXI than any theme park treadmill mmo. Many 20 year vets I am sure would agree with me. Why do you think that is?
    (2)

  2. #82
    Player
    TheRogueX's Avatar
    Join Date
    Feb 2014
    Location
    Ul'Dah - Thanalan
    Posts
    877
    Character
    Arias Lightbearer
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Valic View Post
    Keep in mind this is a progressively skyward mmo... If it doesn't get harder, ur just doing everything you're already doing from previous expansions. Personally I've felt mechanics and parts of this game get progressively more difficult... It should be that way.
    lol, nothing in this game gets harder. The numbers get bigger and there might be a new* mechanic to deal with, but nothing is hard.

    Even the "hardest" content in the game is just memorizing where to stand and how to push buttons in a proper order; It is high school marching band in a video game.

    Quote Originally Posted by DinahDemiurge View Post
    I have been playing MMOs since I was 13 years old. 1999 Everquest. So trust me, I have seen first hand the degradation of the genre. I have more fond memories of challenges and triumph from everquest and FFXI than any theme park treadmill mmo. Many 20 year vets I am sure would agree with me. Why do you think that is?
    I played Ultima Online, but that game was so wonky that it's not really applicable to the modern MMO genre. But then I also played games like Anarchy Online, Lineage II, original WoW, and other late 90s/early 2000s MMOs and yeah, while the games were rather primitive compared to now, the challenges were greater and the players were better. There used to be such a thing as horizontal progressions, racial differences, and different builds for the same character class. There used to be more than one way to do most things in these games. FFXIV has completely abandoned that for the "Huge-DPS-or-Bust" crowd. Even things like Enrage mechanics come from the 'we don't want to spend too much time here so if we can't get this done in x minutes cheat kill us to force us to start over' attitude of modern gamers. My first real experience with raids was Antharas in Lineage II.. raids in this are a joke.
    (0)
    Last edited by TheRogueX; 10-30-2019 at 08:13 AM.

  3. #83
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Gemina View Post
    Choose one and go with it.
    Exactly.
    Quote Originally Posted by Gemina View Post
    However, you do understand that multiple layouts are essentially a different dungeon that would have to be designed and tested. That is not likely to happen with the game's restrictions. Unless we want less dungeons overall.
    Like you said, they already have a system to generate random dungeons. It's not like the predetermined layout have such a great design that random map would make a big difference.
    Quote Originally Posted by Gemina View Post
    I never said it was. That doesn't change that it makes players divert from the linear path and that's the point.
    Like I said, as much as the hint in Sastasha. And "linear" doesn't automatically means a direct corridor, but simply the same single mandatory path.
    Quote Originally Posted by Gemina View Post
    Expecting anything like that to progress the MSQ just isn't going to happen ever.
    Basically, a MSQ dungeon could be the size and design of 2-3 floors of Deep Dungeon, and it would be more interesting than what we have now. And you'll run the expert dungeons far more than you would PoTD of HoH.
    Quote Originally Posted by Vulcann View Post
    i mean its great on paper (or pen and paper) but as others and I have said once people find the "optimal" path if anyone deviates from that path or doesn't know that path they will be berated and kicked from groups.
    Why are people so adamant that there must be an "optimal path" ?
    (0)
    Last edited by Reynhart; 10-30-2019 at 08:14 AM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  4. #84
    Player
    Reinfeld's Avatar
    Join Date
    Nov 2011
    Posts
    335
    Character
    Typical Karen
    World
    Exodus
    Main Class
    Pugilist Lv 62
    Quote Originally Posted by Eli85 View Post
    So ...

    No on crowd control. Crowd control doesn't add any difficulty to the player, it just makes it easier for bad players to troll their group. Hard pass.

    No to branching dungeons. Look, I absolutely love open-ended RPGs where you have these dungeons with sprawling paths. It's so much fun and excitement, but it's a horrible match for the current psyche of MMO players. You may get some good times in these dungeons for a couple weeks, but once an optimal path has been determined, players will berate and ridicule any tank that does not take the optimal path. It's an added level of toxicity that we can do without.
    There are games where tanks can actually make meaningful decisions in the realm of enemy pulls and keeping aggro, and often in those titles CC has a place as well. But the way FFXIV is designed at it's core is just totally unsuitable for that kind of play.
    (1)

  5. #85
    Player
    TheRogueX's Avatar
    Join Date
    Feb 2014
    Location
    Ul'Dah - Thanalan
    Posts
    877
    Character
    Arias Lightbearer
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Reynhart View Post
    Why are people so adamant that there must be an "optimal path" ?
    Because modern mmo players are very impatient, and the dungeons need to be able to be hurried through. People don't play the games to enjoy playing the games anymore; they play for the 'end game.' The rest of the stuff only matters because they have to do it to optimize their end game play. I'm honestly surprised there isn't an MMO called 'End Game The MMO' that starts everybody at max level with 'raid ready' gear and that consists of only 'raids' with no story or plot or any of that superfluous stuff that just gets in the way of grinding raids.
    (3)

  6. #86
    Player
    Luna_K's Avatar
    Join Date
    Jan 2019
    Posts
    21
    Character
    Luna Kirisame
    World
    Faerie
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Vulcann View Post
    i mean hell i have seen groups kick a tank because they aren't wall to wall pulling because "reeeeeee it might take me 5 extra minutes to complete a dungeon!"
    I think some dungeons need more tank stops. areas where you need to defeat the enemies before you can continue. too many times I've had a tank pull literally everything, wipe, then get mad a the healer and dps. some even leave after the wipe. why are you trying to speedrun the game? are we really saving time if we wipe cuz you had to pull everything? I've had ppl say they have a raid or something to get to in like 2 min, and I'm like 'why did you even que for a dungeon then?". sry for the rant, but I come across too many ppl who seem to be determined to not want to enjoy the game.
    (1)

  7. #87
    Player
    TheRogueX's Avatar
    Join Date
    Feb 2014
    Location
    Ul'Dah - Thanalan
    Posts
    877
    Character
    Arias Lightbearer
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Luna_K View Post
    I think some dungeons need more tank stops. areas where you need to defeat the enemies before you can continue. too many times I've had a tank pull literally everything, wipe, then get mad a the healer and dps. some even leave after the wipe. why are you trying to speedrun the game? are we really saving time if we wipe cuz you had to pull everything? I've had ppl say they have a raid or something to get to in like 2 min, and I'm like 'why did you even que for a dungeon then?". sry for the rant, but I come across too many ppl who seem to be determined to not want to enjoy the game.
    I had a run where the newbie tank did a huge wall-to-wall, without his tank stance on, and died because I had to be careful with casting so I wouldn't steal aggro and have everyone die. After I rezzed him he turned his stance on and the rest of the dungeon had no troubles... yet he blamed ME for his ignorance at the start of the fight... It was in ARF.
    (1)

  8. #88
    Player
    Luna_K's Avatar
    Join Date
    Jan 2019
    Posts
    21
    Character
    Luna Kirisame
    World
    Faerie
    Main Class
    Samurai Lv 80
    Quote Originally Posted by TheRogueX View Post
    I had a run where the newbie tank did a huge wall-to-wall, without his tank stance on, and died because I had to be careful with casting so I wouldn't steal aggro and have everyone die. After I rezzed him he turned his stance on and the rest of the dungeon had no troubles... yet he blamed ME for his ignorance at the start of the fight... It was in ARF.
    I see, maybe the tank stance should just be turned on automatically, like some of the new gathering changes. perhaps it could be done away with and just factored into tanking, they got rid of protect, maybe tank stances should be next on the chopping block. i'm sry if it doesn't sound like i'm being nice, but I think they are pandering to new players and how to make the game easier for them.
    (0)

  9. #89
    Player
    TheRogueX's Avatar
    Join Date
    Feb 2014
    Location
    Ul'Dah - Thanalan
    Posts
    877
    Character
    Arias Lightbearer
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Luna_K View Post
    I see, maybe the tank stance should just be turned on automatically, like some of the new gathering changes. perhaps it could be done away with and just factored into tanking, they got rid of protect, maybe tank stances should be next on the chopping block. i'm sry if it doesn't sound like i'm being nice, but I think they are pandering to new players and how to make the game easier for them.
    When they got rid of tank dps stances I really had no idea why they kept tank stances at all.
    (0)

  10. #90
    Player
    Valic's Avatar
    Join Date
    Jun 2017
    Posts
    720
    Character
    Venan Rehw-dvre
    World
    Mateus
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by TheRogueX View Post
    lol, nothing in this game gets harder. The numbers get bigger and there might be a new* mechanic to deal with, but nothing is hard.

    Even the "hardest" content in the game is just memorizing where to stand and how to push buttons in a proper order; It is high school marching band in a video game.
    Tbh, now I'm just not sure we're playing the same game. There was a point where there was an interesting shift from HW into SB that caused a significant amount of difficulty. Mainly because of the large amount of movement now required to dodge randomly placed aoe's with shorter countdowns on when they go off. New mechanics and more punishing numbers are typically what makes difficulty in the majority of games if you're going to try and be a snob about it.
    (3)

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