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  1. #91
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    Quote Originally Posted by Goji1639 View Post
    Regardless the focus on larger scale is demotivational. Especially at 24 players you don't really feel the effect of your own performance. It's only in smaller scale content where you actually feel like you're making a difference, and without that feeling there's not much motivation to play well.
    Like I said, I think the small scale contents are served by trials and raids. I know people want light party or even smaller-scale contents, but I think 8 is not that much bigger, and the more contents that make use of 8-player parties, the more useful an 8-player static becomes.
    (1)

  2. #92
    Player Goji1639's Avatar
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    Jul 2019
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    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by linayar View Post
    Like I said, I think the small scale contents are served by trials and raids. I know people want light party or even smaller-scale contents, but I think 8 is not that much bigger, and the more contents that make use of 8-player parties, the more useful an 8-player static becomes.
    An 8 player static is very inconvenient, and in an 8 player PuG you're not really positioned to make a real difference either. 4 is the ideal for this game. WoW has 5 player Mythics and legit solo challenges, which give you a real reason to become as proficient as possible even if you're not raiding with a static. These are the kinds of things that motivate improvement within the casual community, and FFXIV severely lacks them.
    (0)

  3. #93
    Player
    Nethereal's Avatar
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    Feb 2015
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    842
    Character
    Deviously Enchanted
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by linayar View Post
    Like I said, I think the small scale contents are served by trials and raids. I know people want light party or even smaller-scale contents, but I think 8 is not that much bigger, and the more contents that make use of 8-player parties, the more useful an 8-player static becomes.
    Not really interested in your whole conversation but...
    Quote Originally Posted by linayar View Post
    I know people want light party or even smaller-scale contents, but I think 8 is not that much bigger
    2x larger than a light party, 4x larger than a duo.
    Quote Originally Posted by linayar View Post
    not that much bigger
    (5)

    Quote Originally Posted by Someone
    Just because other players play the game. Does not mean you got to be mindful, or care
    Quote Originally Posted by Someone 2
    The problem ISN'T healers rotation is busted or boring...

  4. #94
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    Jul 2020
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    Quote Originally Posted by Goji1639 View Post
    An 8 player static is very inconvenient, and in an 8 player PuG you're not really positioned to make a real difference either. 4 is the ideal for this game. WoW has 5 player Mythics and legit solo challenges, which give you a real reason to become as proficient as possible even if you're not raiding with a static. These are the kinds of things that motivate improvement within the casual community, and FFXIV severely lacks them.
    It's a good size that can give room to a wide range of mechanics for the party to handle. Only one tank means no tank swap mechanic.

    WoW has 5-player Mythics, but they also have 10-30 player LFR/Normal/Heroic and 20-player Mythics.

    And since Yoshida is hesitant on 4-player difficult contents, it means either 8-player or 24+ player contents.

    Quote Originally Posted by Nethereal View Post
    Not really interested in your whole conversation but...

    2x larger than a light party, 4x larger than a duo.
    Yes, not that much bigger: 4 more players than a light party, 6 more players than a duo. When the scale is small, 2x or 3x is still small.
    (0)

  5. #95
    Player
    van_arn's Avatar
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    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    I don't really like how 24+ player content dies in time. Before the 5.x relic was a thing, the Stormblood 24mans were becoming very rare pops.

    If we're going to get additional mid-tier content, perhaps revisiting the Alliance Raid concept with 12 players (3 teams of 4) would be a pretty cool option. I'd be fine with just repurposing the existing alliance raids for this scenario.

    I don't think 40+ player fights are a good idea at all, though; CLL almost died before DR even came out, and everything in Bozja risks going goodbye the instant an alternative shows itself in 6.0.
    (5)

  6. #96
    Player
    Tsukino's Avatar
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    Mar 2011
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    1,141
    Character
    Tsukino Mahou
    World
    Adamantoise
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by linayar View Post
    Well, that's the thing. "Carrying," like other words, are subjectively used. Regardless of whether it's because people are not as skilled or as knowledgeable of the fight or any other reason, the result is the same: that some people will have to compensate for others.

    If you want to use another word for it, feel free.
    It's not a simple semantic difference - you are deliberately using a negatively charged term and trying to twist it into fitting something Yoshida said that doesn't have anything to do with it. Simply stating the fact that when you're 1/24 of the people your personal responsibility is lower than when you're 1/4 or 1/8 doesn't mean anyone has to or is intended to "carry" anyone else, it just means you're a smaller part of the equation. There are tons of people who feel less pressure in joining an alliance raid, even if they perform amazingly and aren't being carried in the slightest (hence the use of "approachable" in the Q/A and not "easier").

    Furthermore, people making mistakes doesn't mean they're being carried. You can easily have a healer in an alliance raid keeping everyone alive and doing more damage than other players miss a cue and die, then almost instantly be raised by someone else and continue "topping the charts" so to speak. If that same healer makes the same mistake in a light party then it's probably going to be a wipe. They're not being carried in either case; the only difference is that they have 1/6 the amount of personal responsibility.

    If you read again what I said, I'm making the connection with what he is saying here with what he's said in the past.
    And I'm saying that your connection is bunk. If anything, saying that alliance raids are more approachable than savage raids because of the difference in the number of players is the exact opposite of saying it's hard to make difficult content for lower numbers of people - the lower personal responsibility would mean it's easier to make the content harder because it's easier to recover from mistakes.

    I don't think you're a troll or anything, because your responses seem to be in earnest, but it looks a lot like you just wanted to have a discussion on "carrying" and found a recent quote you thought you could somehow twist to fit that discussion. I, and several other people, are pointing out that they are completely different things
    (8)

  7. #97
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    Quote Originally Posted by Tsukino View Post
    It's not a simple semantic difference - you are deliberately using a negatively charged term and trying to twist it into fitting something Yoshida said that doesn't have anything to do with it. Simply stating the fact that when you're 1/24 of the people your personal responsibility is lower than when you're 1/4 or 1/8 doesn't mean anyone has to or is intended to "carry" anyone else, it just means you're a smaller part of the equation. There are tons of people who feel less pressure in joining an alliance raid, even if they perform amazingly and aren't being carried in the slightest (hence the use of "approachable" in the Q/A and not "easier").

    Furthermore, people making mistakes doesn't mean they're being carried. You can easily have a healer in an alliance raid keeping everyone alive and doing more damage than other players miss a cue and die, then almost instantly be raised by someone else and continue "topping the charts" so to speak. If that same healer makes the same mistake in a light party then it's probably going to be a wipe. They're not being carried in either case; the only difference is that they have 1/6 the amount of personal responsibility.
    The point is that the content is designed in such a way that players are able to help other players in a group so that the entire party doesn't have to suffer because of some people's mistake.

    This, in my opinion, is a good thing. However, the result of that design is that there is not much individual player responsibility, which when taken to some extreme, end up in people complaining about having to carry others. Be that as it may, that is still within the design scope of the content where not every player has to perform well in order for the party to succeed.

    And I'm saying that your connection is bunk. If anything, saying that alliance raids are more approachable than savage raids because of the difference in the number of players is the exact opposite of saying it's hard to make difficult content for lower numbers of people - the lower personal responsibility would mean it's easier to make the content harder because it's easier to recover from mistakes.
    The connection is valid because of Yoshida's previous comment on the matter:

    https://mogtalk.org/2021/05/07/inter...naoki-yoshida/

    I think the chances of doing large-scale, challenging content is greater than creating high-difficulty content meant for smaller groups. It’s not that we are unable to create high-difficulty content for small groups, but currently I am a bit more hesitant with that direction overall.

    In the case of a four-player high-difficulty dungeon, there is much less room for players to work with when it comes to party deaths or mistakes. If even a single party member is incapacitated or makes a mistake, it will invariably lead to a wipe, with not much leeway to save the run or come up with a creative solution. Another major reason is because our community continues to grow—naturally this is bringing in many casual players, and I believe that when looking at the bigger pictures, large-scale content will be easier for all players to get into.
    I don't think you're a troll or anything, because your responses seem to be in earnest, but it looks a lot like you just wanted to have a discussion on "carrying" and found a recent quote you thought you could somehow twist to fit that discussion. I, and several other people, are pointing out that they are completely different things
    They are not completely different as can be seen by both of Yoshida's answers to two different interviews. And I am pointing it out because certain recent threads have complained about having to carry others in duties. This is simply giving a perspective on how the content enables that.
    (0)

  8. #98
    Player
    Tracewood's Avatar
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    Nov 2013
    Location
    Bast-- Ul'Dah.
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    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    Well, that is a bit of a letdown. I used to champion savage dungeons, but over the years I realized HoH and Deep Dungeon were more experimental in nature. Thing is you need reliable people to do that content. Matchmaking will get you nowhere.
    Seems it's time I just accept that I'm not part of the core audience anymore. My raiding days are behind me, I don't have excess hours a night to devote to a static or content like Savage anymore.

    If it's any consolation, Zadnor introduced gear that is five item levels below current max. Perhaps 24 man raids should drop gear that's five item levels below current max cap.
    (1)

  9. #99
    Player Fourbestintoner's Avatar
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    Sep 2015
    Posts
    758
    Character
    Melodiane Valerian
    World
    Masamune
    Main Class
    Black Mage Lv 42
    The majority of new players quit when they see the game is piss easy, the *only endgame matters* meme only turn new players away.
    (1)

  10. #100
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    Quote Originally Posted by Tracewood View Post
    Perhaps 24 man raids should drop gear that's five item levels below current max cap.
    I believe they drop the same as unaugmented tomestone, which should be 10 levels below the augmented version, which should be at the max for gears.
    (0)

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