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  1. #1
    Player
    Vidu's Avatar
    Join Date
    Jan 2014
    Posts
    3,993
    Character
    Vidu Moriquendi
    World
    Odin
    Main Class
    Bard Lv 90
    For me the current system with Trusts and "normal" dungeon queues has one big, fatal flaw: Its either-or.

    I enjoy playing through the story with my partner and that includes (obviously) dungeons. We were kinda looking forward to be able to these dungeons, just the two of us and some AI... and then it turns out that we either have to split up or use good old dutyfinder again. We would have loved to fill the missing slots for healer and second DPS with some of the Trusts, but that wasnt an option.
    As a result I never really used Trusts... I tried once and find it to difficult to deal with how slow runs are with them (I'm pretty spoiled with my pocket-BLM, I guess).

    So, yeah... maybe Trusts would have more of a place if they would allow for more dynamic groups.
    (9)

  2. #2
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,527
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Vidu View Post
    For me the current system with Trusts and "normal" dungeon queues has one big, fatal flaw: Its either-or.

    I enjoy playing through the story with my partner and that includes (obviously) dungeons. We were kinda looking forward to be able to these dungeons, just the two of us and some AI... and then it turns out that we either have to split up or use good old dutyfinder again. We would have loved to fill the missing slots for healer and second DPS with some of the Trusts, but that wasnt an option.
    As a result I never really used Trusts... I tried once and find it to difficult to deal with how slow runs are with them (I'm pretty spoiled with my pocket-BLM, I guess).

    So, yeah... maybe Trusts would have more of a place if they would allow for more dynamic groups.
    Yeah that's my biggest want with Trusts. I want to do MSQ just me and hubby. He has stopped playing because he's way more casual than I am, gets frustrated very easily, and was tired of the bullshit from others when all he wanted was to get through and enjoy the story. So if we could play together just he and I, I bet he'd come back.

    As to the dislike of Trusts because they take away from partying, well, what did you expect SE to do? How many threads do we get on here with people complaining that they have to group with "the bads" and they want SE to gatekeep them out of even being able to do the basic story? It's the same thing that happened with MSQ roulette. People were jerks to new people. SE didn't want to see their game become a barren wasteland, so they did something to counter people being jerks to new people. Now all "the bads" can go do their Trusts in peace and enjoy their story without having to take crap from some random mook who can't handle that they aren't up to their exacting specifications. It's pure fantasy to think SE will do something that will drive people from their game. They want people to play it and make it worth developing, so they're going to take all necessary measures to make it accessible.
    (3)

  3. #3
    Player
    ZedxKayn's Avatar
    Join Date
    Aug 2019
    Location
    Gridania
    Posts
    719
    Character
    Capybara Friend
    World
    Excalibur
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by TaleraRistain View Post
    what did you expect SE to do? How many threads do we get on here with people complaining that they have to group with "the bads" and they want SE to gatekeep them out of even being able to do the basic story?
    "Hope" might be the word more than "expect" here but this is gonna sound crazy- balance the game so players won't get away with being absolutely terrible and will have to know how to play it adequately by level 70, and add tutorials to help them doing so. It's a video game, not a visual novel.
    (2)
    im baby

  4. #4
    Player
    Silvarer's Avatar
    Join Date
    Jun 2021
    Location
    Gridania
    Posts
    124
    Character
    Taelis Sola
    World
    Cactuar
    Main Class
    Archer Lv 90
    I’ve really been enjoying the system while I’ve been leveling and it’s a great way to get familiar with the boss mechanics without having to bother other players. Also one of the things I’ve liked most about Shadowbringers so far is seeing the Scions traveling around together as a large group. Back in Eorzea they would usually be handling their own individual missions or a couple of them would team up with the WoL at a time, but rarely was the whole main group involved like this. So getting to do dungeons with them makes them feel more like a real team and group of close friends I think.
    (2)

  5. #5
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,527
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ZedxKayn View Post
    "Hope" might be the word more than "expect" here but this is gonna sound crazy- balance the game so players won't get away with being absolutely terrible and will have to know how to play it adequately by level 70, and add tutorials to help them doing so. It's a video game, not a visual novel.
    Based on who's measurement? There are people here who think if a dungeon takes more than 15 minutes it's the end of the damned world. It IS a game, not a job, and when you engage with a random matching system you're going to get people with a spectrum of experience levels and abilities. SE has given their requirements by way of the time limit to do a dungeon and the random boss enrage/dps check (like the Vault when it came out) here and there. Or things like maximum number of vuln stacks before an encounter becomes impassable. Everything outside that is subjective player preference. If SE did put these tutorials in, then if they didn't fit the subjective opinions of theorycrafters out there, they would get ignored anyway like SSS does. So what people want isn't SE to add tutorials. They want SE to add tutorials that only support the way THEY want the game to be played.
    (2)
    Last edited by TaleraRistain; 07-10-2021 at 02:59 PM.

  6. #6
    Player
    ZedxKayn's Avatar
    Join Date
    Aug 2019
    Location
    Gridania
    Posts
    719
    Character
    Capybara Friend
    World
    Excalibur
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by TaleraRistain View Post
    Based on who's measurement? There are people here who think if a dungeon takes more than 15 minutes it's the end of the damned world. It IS a game, not a job, and when you engage with a random matching system you're going to get people with a spectrum of experience levels and abilities. SE has given their requirements by way of the time limit to do a dungeon and the random boss enrage/dps check (like the Vault when it came out) here and there. Or things like maximum number of vuln stacks before an encounter becomes impassable. Everything outside that is subjective player preference. If SE did put these tutorials in, then if they didn't fit the subjective opinions of theorycrafters out there, they would get ignored anyway like SSS does. So what people want isn't SE to add tutorials. They want SE to add tutorials that only support the way THEY want the game to be played.
    Here we go again.
    If everyone plays their job decently, there is absolutely no reason for a dungeon to take more than 15 minutes. It might be a game, but something rather common in video games is not letting players progress if they aren't good enough. And "good enough" wouldn't even necessarily mean great, it could mean something simple like putting a modicum of thoughts towards what buttons are being pressed. And as a MULTIPLAYER video game, it would be just oh so nice if people took even 30 minutes to read a guide or two at their own pace to save themselves and other players hours in the long run and be mindful of who they're matched with. Oh so nice. Learning how to play a game is not a job, if people perceive learning how to play a game as a chore do they really enjoy the game?!

    But no, in practice the game teaches players that they don't need to do anything and get away with it (literally, did the GNB lv60 job quest yesterday and the only way to die in the first half is timing your bolide with AOEs and clicking it off right before the AOEs go off, it's ridiculous.)

    I don't know why people seem to be so adamantly against the possibility of elevating the playerbase's average skill at level 60+ below ground level. It's not a book, a movie or a visual novel, it's not single player, and as long as the time they choose to spend single targeting packs of 12 or spamming cure affects the experience of other players negatively, it will be something that's gonna get complained about and judged.
    For good gameplay to exists there needs to be bad gameplay. A tank who is undergeared, single pulls, and doesn't mitigate might (painfully for their party members) get away with clearing a duty, but that doesn't make them a good players, and because SE provides absolutely 0 standards, the playerbase does.

    Also the timer for duties is quite meaningless, it's not to dictate a gameplay standard, it's only here to alleviate server load in case players afk for too long after the end of a duty.
    (4)
    im baby