I miss Titanman threads...
I miss Titanman threads...



There's already soloable raid-level content: https://na.finalfantasyxiv.com/lodes...cgroup=Crystal

I would love that, mostly for savage content etc. Either have a trust version or a solo version. It's too difficult finding a static for my irregular hours that isn't vicious and toxic. Way too much work. I don't want to no-life this game either. Not everything needs to be solo. But ESO has a couple of solo arenas and they are my favorite. Wish this game had things like that and trusts for savage. I'd like the trust savage version to be much harder than with people since you're working with trust npcs. It'll never happen, but it'd be great.IMO there is no reason not to, let’s have a look:
- MSQ (majority of the game) = single player
- Open World = single Player
- Crafting = single player
- World-in-world content (Eureka & Bozja) = grouped only for convenience or necessity to be able to have enough contribution to get gold rating from Fates = single player
- PvP …. ….. good one
They have already built in NPCs to do 4-mans with and actively encourage to do deep dungeons solo through achievement, in a supposed MMO. This shows how much they think of their own game as MMO.
There is no single design aspect that would make you meet friends and/or future guild members the natural way, yet to fully get my moneys worth and finish all content, I have to magically have 7 people, people that I never met because all of the game was SP as mentioned in the first place.
This might also be the reason why there’s such a thriving RMT business around this game.
That’s why your devs should heavily consider making savages/ultimates/EX trials soloable.




Imagine not playing Blue Mage. Yuck.
I think it healthy to at least require grouping with other players for normal mode. It can help a person get over their fears.


I feel like it's impractical to take that approach for savage content as it stands right now; savage is really not just testing your ability to execute mechanics, but your ability to do so in cooperation with seven other people. Hence why, unlike normal-mode/story-mode content, savage raids will often have mechanics where if any one person is dead or executes wrong, it has the potential to nuke the entire party. Moreover, half of prog is figuring out how you as a group can best execute a given mechanic -- there's usually more than one strat to handle things, after all -- and that would be nearly impossible to do with trusts, who will pretty much always execute any given mechanic in a single way.
I do actually agree it might be interesting to have solo content with savage-level mechanics (i.e., attacks with short telegraphs -- if they have any at all -- and where the mechanics can be like a puzzle to solve, etc.) -- and potentially also rewards worth grinding for -- but I think you'd have to approach designing solo content of that type with a different mindset than they come at current savage with; it could be neat, but it wouldn't just be "the ability to run savage content with trust NPCs".
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
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Aim better?


While this is very true, I'd actually be all over an "ex/savage ONLY" trust thing. With zero rewards.
I am such a slow learner that I'd need something like 700 pulls to learn a boss, and having a trust version would let me practice it without endlessly frustrating other players who'd be stuck waiting for me to learn while the rest have it down perfectly.
It obviously has its own issues though.
Like potentially eliminating the concept of learning runs because "lol just trust it"
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