
Originally Posted by
Shougun
I see a lot of players, myself included, that enjoy the environment of a living space, and the opportunity for team play, in a massive large sprawling world, while also taking advantage of many classical sRPG features and situations.
I think a lot of hardercore MULTIPLAYER OR DIE people have extreme difficulty seeing that as something one might do, but it is indeed a thing lol. Also that balance does happen to also work well for those who are not particularly skilled (balance it so a really good player can do it, also means a few not so great, for whatever reason, players could do it).
On another note I also don't, on a purpose driven level, think it's important to enforce the same approach for every player. If you can get hard core players, medium core, casual, big group, and small, all get to enjoy the content, or at least 'most' of most of those groups.. That's honestly a huge win to me. I see no real great purpose to locking off stuff because 'that's the way it was'. Only for ultimate where literally the purpose of it is simply to "be the best in a group" do I pause and think "eh, maybe leave it alone and let it die if no one can do it". Particularly for myself I enjoy the group play, but sometimes given time constraints being able to do stuff solo is an absolute godsend (even if it's delayed far down the mountain).
In general I think FFXIV does this very well, and I've seen Yoshida describe it as a sort of mountain curve. (I sometimes refer to it as a rolling mountain). It's why I was hoping they find a good solution if their new level curve is going to indeed make unsync not as strong (like just making sure blue mage can still do it). WoW has (had-ish) this in some elements due to their insane powercreep, but I think FFXIV actually has attempted to facilitate the rolling mountain in more thoughtful and purposeful ways.