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  1. #1
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by RitsukoSonoda View Post
    The cause of that IMO is that "easy mode" players insist on claiming all content that isn't labeled extreme, savage, ultimate, as theirs so when something appears that hits that middle mark they start screaming "nerf plz".
    The "In from the Cold" instance comes to mind.
    (4)

  2. #2
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Soge01 View Post
    The "In from the Cold" instance comes to mind.
    "In from the Cold" was not a combat skill issue. No one I knew that was failing had problem understanding how to use the 3 actions.

    It was a puzzle-solving issue and we hadn't been presented with that in the MSQ before.

    Not everyone is good at reasoning out what to do. They rely on guides to tell them. Adding an extremely visible timer counting down in their face increased the anxiety and stress they were feeling. Those who have trouble keeping a sense of direction in a game (even with a mini-map to help) would have those other issues compounded. I can remember needing to calm down a couple of friends who were experiencing severe anxiety and talk them through what to do after they failed and thought it was impossible.
    (6)

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,570
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Jojoya View Post
    "In from the Cold" was not a combat skill issue. No one I knew that was failing had problem understanding how to use the 3 actions.

    It was a puzzle-solving issue and we hadn't been presented with that in the MSQ before.

    Not everyone is good at reasoning out what to do. They rely on guides to tell them. Adding an extremely visible timer counting down in their face increased the anxiety and stress they were feeling. Those who have trouble keeping a sense of direction in a game (even with a mini-map to help) would have those other issues compounded. I can remember needing to calm down a couple of friends who were experiencing severe anxiety and talk them through what to do after they failed and thought it was impossible.
    I really don’t know how to say in a nice way that if you are having anxiety attacks at failing in from the cold you cannot reasonably expect content to be catered for you (outside of say “very easy mode”)

    It’s the same as the argument where accessibility is good to a point, but if you make it accessible enough that your quadriplegic 134 year old grandma can clear all content then you are going to drive a measure of people who have the full range of accessibility away
    (12)

  4. #4
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I really don’t know how to say in a nice way that if you are having anxiety attacks at failing in from the cold you cannot reasonably expect content to be catered for you (outside of say “very easy mode”)

    It’s the same as the argument where accessibility is good to a point, but if you make it accessible enough that your quadriplegic 134 year old grandma can clear all content then you are going to drive a measure of people who have the full range of accessibility away
    Anxiety attacks from time stress are a lot more common than some people think. That's why schools will frequently make accommodations for students with such problems on important tests. It's usually whether the student can solve the problems correctly that matters, not how long they take to solve.

    I understand the reason for the special timer. It added to the story telling by creating that additional feeling you needed to get through before something terrible happened. Personally, I enjoyed it very much. It's the only RP duty in this game I've actually enjoyed doing. The only interesting thing about the rest (as far as I'm concerned) are sometimes the cutscenes before and/or after. Most of the time they are fairly boring because you're limited to 3-4 action buttons plus the limit break.

    But it's still a problem for those with the anxiety issue. Anxiety is not fun. It's something that happens on its own because the brain is not working correctly and not because they "think" themselves into it. They can't control the reaction.

    This has not been a puzzle-game with time pressure until "In from the Cold". The few puzzles we've had to solve in the past had no time pressure involved. It was not a good decision to introduce one this far into the MSQ.

    I somewhat wonder if there were any players who did end up quitting over it. I know a few players had said they were thinking about it when there was so much fuss over the duty at release but I don't know if anyone actually did.
    (9)