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  1. #51
    Player
    Unholychinchilla's Avatar
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    Sep 2013
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    346
    Character
    Tuya Kagon
    World
    Omega
    Main Class
    Samurai Lv 90
    I'd like to point at that dungeons (like dead ends) wouldn't be affected by this, since (as mentioned earlier in the thread) level cap dungeons already have an ilvl sync. This suggestion in this thread being implemented by SE would likely just mean the current state of dungeons to be applied to more duties.
    (0)

  2. #52
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    The problem is that there are two types of MMO players:
    1. People who play for game mechanics.
    2. People who play for in-game rewards.

    Type 1 people would love a cap, because interesting gameplay is its own reward. Whereas type 2 people would love to take on level 20 content at level 90, just to get those rewards easier. And anything that slows down their reward per hour is seen as hurting their "fun."

    Sadly, I expect that type 2 people are far more common.
    (0)

  3. #53
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    435
    Character
    Chrys Anthemum
    World
    Bismarck
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Unholychinchilla View Post
    I'd like to point at that dungeons (like dead ends) wouldn't be affected by this, since (as mentioned earlier in the thread) level cap dungeons already have an ilvl sync. This suggestion in this thread being implemented by SE would likely just mean the current state of dungeons to be applied to more duties.
    Well, you could put a tigher sync on Dead Ends. But yea, that dungeon in particular isn't so bad.
    But.. Fell Court. IL req is 575 but the sync is 630. Lapis - 590 to 630. Stigma and Smileton 540 to 600! Its a bit too generous. And there are a few of the earlier x0 dungeons that don't have an ilvl sync at all, just the level sync.
    (1)

  4. #54
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    Quote Originally Posted by ChrysOCE View Post
    Well, you could put a tigher sync on Dead Ends. But yea, that dungeon in particular isn't so bad.
    But.. Fell Court. IL req is 575 but the sync is 630. Lapis - 590 to 630. Stigma and Smileton 540 to 600! Its a bit too generous. And there are a few of the earlier x0 dungeons that don't have an ilvl sync at all, just the level sync.
    Yeah I came back after a break and was shocked at how mindless healing Stigma is at today's ilvls. It wasn't hard before, but now the tank can pretty much heal themself.
    (0)

  5. #55
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,612
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Stormpeaks View Post
    ?????

    what
    I am confused by your confusion tbh. I am saying exactly what the OP said.

    Quote Originally Posted by Boblawblah View Post
    Honest question, do you think people like me are lying when we say we're not bored when we do combat content in this game?
    It depends what combat content. Let's take the most extreme example of this that was removed as a trial: Cape Westwind. If you would say you found that fight to be a proper fight that was engaging and enjoyable to do when you got it in trial roulette, then the answer to your question is yes.
    (5)

  6. #56
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by HappyHubris View Post
    The problem is that there are two types of MMO players:
    1. People who play for game mechanics.
    2. People who play for in-game rewards.

    Type 1 people would love a cap, because interesting gameplay is its own reward. Whereas type 2 people would love to take on level 20 content at level 90, just to get those rewards easier. And anything that slows down their reward per hour is seen as hurting their "fun."

    Sadly, I expect that type 2 people are far more common.
    Again, this is why I say that the answer is found simply by what is fair and nothing more, and nothing less. It would be unfair to redesign duties to make them more difficult. But this has yet to happen. The reverse however is definitely true with duties such as Aurum Vale, Sohr Khai, Castrum Abania, and The Burn all being "adjusted", which is just their way of saying nerfed in order to make them easier to clear. How is this fair towards the demographic of players who desire interesting mechanics in order to have fun? Did those duties actually need to be adjusted, consuming valuable resources in the process? Was anyone complaining about the difficulty of those dungeons?

    The 'vast majority' as one would put it should not influence or dictate development decision especially at the expense of the health of the game. And when you get a whole subset of players who aren't even considered when decisions are made, can you blame them when they are extremely vocal about their frustrations? Even more so if they feel the other players are being pandered to. Even if they are among the minority of the playerbase, they are still very much a part of the playerbase.

    Anytime an instance of fairness is implemented, there is a cost of a benefit currently being enjoyed by one set of people. But that benefit comes at the expense of fairness to others. In this case it is being rewarded for doing mindless, braindead content with next to zero requirements. Even lower than bare minimum participation in some cases, and in those cases players have to pick up the slack for others. It's not right, and I know you guys know it in your bones.
    (0)

  7. #57
    Player
    Boblawblah's Avatar
    Join Date
    May 2022
    Posts
    2,322
    Character
    Shara Dei-ji
    World
    Ultros
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Jeeqbit View Post

    It depends what combat content. Let's take the most extreme example of this that was removed as a trial: Cape Westwind. If you would say you found that fight to be a proper fight that was engaging and enjoyable to do when you got it in trial roulette, then the answer to your question is yes.
    In your mind, is challenge the only indicator of what makes a combat encounter fun? Because it's not for me. I absolutely loved Cape Westwind, if only because of the hilarious hype up people gave to newbies. It was AWESOME. It was such a great moment for the community. While yes, it was objectively laughably easy, the community made it one of the more enjoyable encounters.

    So yes, even if they hadn't change that, I'd still say it's not boring at all, and quite enjoyable. But then, I'm not someone who is looking for a challenging encounter in my combat situations in FFXIV. I have other games I play for that. And if I really want to get into challenging content in FFXIV, there's a ton of that as well. It's bizarre to me that people focus so much at the bottom of the barrel and new player experience, while not being a new player when there's so much actually challenging content to experience.

    I have to image actual raiders laugh when they hear people bemoaning the state of roulettes, when no change could ever make roulette content less braindead for them.
    (3)

  8. #58
    Player
    SomeGuy22's Avatar
    Join Date
    Apr 2022
    Posts
    127
    Character
    Galv Avalan
    World
    Zalera
    Main Class
    Monk Lv 90
    Quote Originally Posted by Boblawblah View Post
    I absolutely loved Cape Westwind, if only because of the hilarious hype up people gave to newbies.
    That only means you liked the meme it spawned and not actually playing the thing. Was Cape Westwind still enjoyable when getting it on trial roulette without the first-timer message popping up?

    Quote Originally Posted by Boblawblah View Post
    It was such a great moment for the community. While yes, it was objectively laughably easy, the community made it one of the more enjoyable encounters.
    It was only enjoyable for the vets in on the joke, the newbies themselves thought it was the lamest shit in the world. I'll always remember the multiple runs that I got where the sprout was really excited in chat about running 8-man content for the first time, then deflating like a goddamn baloon after Rhitahtyn died in 15 seconds. It was extremely forgettable at best and newbie retention poison at worst, which is exactly what the OP is talking about.
    (5)

  9. #59
    Player
    Niroken's Avatar
    Join Date
    Sep 2013
    Posts
    411
    Character
    Nanaki Naki
    World
    Famfrit
    Main Class
    White Mage Lv 90
    Specific dungeons/trials/enemies could benefit from this but most wouldn't. Even ilvl sync'd dungeons are pretty braindead and that is something wrong with the design of the dungeon itself. Specifically earlier dungeons where they didn't have a grasp of how the players would play the game.

    Some of the earlier encounters seem to run off of a set move script instead of HP%.
    (0)

  10. #60
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,612
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Boblawblah View Post
    In your mind, is challenge the only indicator of what makes a combat encounter fun?
    In my mind, fun is what makes a combat encounter fun ie. something that makes it feel like a battle. For example, in A8 the music is coordinated with the mechanics and it fits perfectly if the battle doesn't end prematural due to item level being too high. There is also a chaotic phase after it which is really fun to me and that is often skipped entirely now.

    None of that is hard... the fun is simply taken away from it. Maybe newer players don't understand how the fun was swept away from these encounters, but I do, which is why I speak up about it.

    We are not talking about challenge in the sense of extreme or savage difficulty. We aren't talking about adding mechanics. We are talking about merely syncing it to where you see the mechanics that SE originally added and that those mechanics do the intended damage output.

    We are talking about a difficulty level like these dungeons and trials specifically:
    Code:
    The Dusk Vigil, Sohm Al, The Aery, The Vault, The Great Gubal Library, The Sirensong Sea, Shisui of the Violet Tides, Bardam's Mettle, Doma Castle, Castrum Abania, Holminster Switch, Dohn Mheg, The Qitana Ravel, Malikah's Well, Mt. Gulg, The Tower of Zot, The Tower of Babil, Vanaspati, Ktisis Hyperboreia, The Aitiascope.
    Code:
    Thok ast Thok, The Limitless Blue, Pool of Tribute, Emanation, The Dancing Plague, The Crown of the Immaculate, The Dark Inside, The Mothercrystal.
    Do you find the difficulty of the listed content too hard? Those are properly synced unlike the rest and that is all we are arguing here for old content.

    I absolutely loved Cape Westwind
    So you just confirmed the answer to your question.

    I have to image actual raiders laugh when they hear people bemoaning the state of roulettes, when no change could ever make roulette content less braindead for them.
    Actually it can. In a lot of content that is not properly synced, I literally turn off my brain and just attack the boss like it's a striking dummy. The mechanics just don't even matter. Whereas if it's one of the duties I listed above, I am actually engaged, doing mechanics... all because it is properly synced.

    So again, I ask, are the duties I listed there too difficult and something you think should be nerfed?
    (0)

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