Quote Originally Posted by Mikey_R View Post
The problem is, if people fail too much, they complain about the game being too hard. A good example is Shinryu close to SBs launch. It wasn't long before people complained the fight was too hard and they wanted SE to make it easier. Luckily they didn't but this didn't stop people from complaining about it.

The point is, even if they were to make the game harder, people wouldn't get better to compensate, they would just complain it is too hard and this is the mentality that needs to stop.
True. But if a fight is mandatory to the MSQ then it is wrong to make the fight very hard, i think. Because this fight could turn into a huge wall, which the players cannot overcome. And not be able to play the MSQ would make many players upset because the game would be literary over for them.

The other problem is, the player power scales almost exclusively with the itemlevel. The game mechanics are too simple and too binary. If a fight is too hard then buy a new weapon with more itemlevel and this "hard" fight turns into freeloot. I experienced it with my dragoon very often. You have too few possibilities to turn a fight from a almost sure loss to a victory. I have read, that it was different in the earlier versions of the game.

Quote Originally Posted by Mikey_R View Post
There is also another observation I would like to make, and whilst it is purely based on what I have witnessed, I'm sure it happens across multiple DCs. If you do a fight within the first few days, people expect you to go in blind, if you wipe, no problems, you tend to discuss what went wrong and how to deal with it, we are all learning after all. However, give it a little while and people start to not listen. You can wipe, someone explain the mechanics and they ignore you. It is a weird shift in mentality which does almost seem close to, I don't want to learn the fight, I want you to carry me through it.
This is also true. But i have also experienced it in other games very often. So it is not a FF14 exclusive behavior.


Cheers