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  1. #1
    Player
    LillithaFenimore's Avatar
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    Mar 2011
    Location
    Uldah
    Posts
    461
    Character
    Almalexia Nerevar
    World
    Siren
    Main Class
    Arcanist Lv 50
    I just don't get why can't both play styles exist in this game. Why does one have to be forced upon another. Why can't their be choice? I still have yet to see anyone answer my question from another post...

    Is one then intentionally trying to force ostracising people because they do not share the same values as another when it comes to gaming? Please provide a legit explanation as to why this is okay? Because frankly, I am just not seeing it or understanding this "party play" only type of view.
    No one has yet to provide a legit explanation of why it's wrong to have options...so still blind here...
    (4)
    "I've never watched a nuclear explosion myself. That's a couple of degrees of stupid above my limit"- Old Man Harris

  2. #2
    Quote Originally Posted by LillithaFenimore View Post
    I just don't get why can't both play styles exist in this game. Why does one have to be forced upon another. Why can't their be choice? I still have yet to see anyone answer my question from another post...
    Problem is, one style can and will overtake the other. Just look at the replies here. "I don't want to solo the main scenario" NO GTFO YOU MASOCHIST! IDIOT! BEHIND IN THE TIMES! MMOS EVOLVED GO AWAY! NO ONE LIKES GROUP PLAY!

    So on. If both styles can exist, why is it so wrong to not let the main storyline be unsoloable when you can already solo 90% of the side quests?

    Not to mention, as much as the XIV community may mock those of us who like XI, they already did "both styles" perfectly:

    Majority of the early missions are soloed, the rest required help, the final fight was almost always a group effort to take down before cap raises.

    Then CoP came out and it was done in a way that even low levels can enjoy an amazing story thanks to level capping. In XIV, you can't even do some with people even if you wanted to because it forces you to be solo due to NPC additions, or in such a low group number you may as well be solo.
    (1)
    Last edited by Elexia; 04-20-2012 at 10:25 AM.

  3. #3
    Player
    LillithaFenimore's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
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    461
    Character
    Almalexia Nerevar
    World
    Siren
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Elexia View Post
    Problem is, one style can and will overtake the other. Just look at the replies here. "I don't want to solo the main scenario" NO GTFO YOU MASOCHIST! IDIOT! BEHIND IN THE TIMES! MMOS EVOLVED GO AWAY! NO ONE LIKES GROUP PLAY!

    So on. If both styles can exist, why is it so wrong to not let the main storyline be unsoloable when you can already solo 90% of the side quests?
    That is not legit. Who is to say one style can and will overtake the other. The option route hasn't even been tried in this game to assume that. The overly easy solo route has been tried to allow DOH and DOL to play, that obviously will change.

    I still think the difficulty adjustment route for main scenario should be tried here. It hasn't been given a shot. I think when it comes to seeing the story of the world and how our characters fit in it, options here are very much so a plus. Because then party players will have that option to gather together and participate while soloers or light partiers can still have that option and have the difficulty scaled accordingly. I do not see how having this implemented will make one overshadow the other, ESPECIALLY since we are strictly discussing progressing through main scenario and not raids and side quests.
    (4)
    "I've never watched a nuclear explosion myself. That's a couple of degrees of stupid above my limit"- Old Man Harris

  4. #4
    Player
    Hyrist's Avatar
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    Oct 2011
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    Next to a dead Snurble.
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    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Hello Dulle, it's good to see you here in FFXIV.

    I agree with your idea of the progression of the game's story should not be dependant on the fact that you are with other people. Especially given the multiplayer aspect of storyline content in FFXI was notoriously class specific.

    However, to obtain that sort of solo-friendly content, we probably should be willing to give a little in return. For example, for most casual players, getting through the story is its own reward. Remember how the reward for killing the Archangels in Rize of the Zilart was only achievable if you killed them all together in Divine Might?

    Would you find it acceptable that something similar could be created here - specific rewards only given in the Party-version fight or perhaps higher difficulty fights?
    (4)

  5. #5
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Hyrist View Post
    However, to obtain that sort of solo-friendly content, we probably should be willing to give a little in return. For example, for most casual players, getting through the story is its own reward. Remember how the reward for killing the Archangels in Rise of the Zilart was only achievable if you killed them all together in Divine Might?

    Would you find it acceptable that something similar could be created here - specific rewards only given in the Party-version fight or perhaps higher difficulty fights?
    Long time no see, Hyrist.

    And yes, I find that very acceptable. Getting people for DM was not the hard part per se back when it was relevant, if only because most if not all players benefited from the earrings. The ark pentaspheres that were tied to full moon with clear weather were the horrible timesink, and separate from the task of getting people for it. I can get behind being able to see the story with extra fights correspondent to parts of the story that give rewards to those who take on the fight with a group.

    PS: I really like that sig of yours. XD
    (2)
    Last edited by Duelle; 04-20-2012 at 10:52 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  6. #6
    Quote Originally Posted by Hyrist View Post
    Remember how the reward for killing the Archangels in Rize of the Zilart was only achievable if you killed them all together in Divine Might?

    Would you find it acceptable that something similar could be created here - specific rewards only given in the Party-version fight or perhaps higher difficulty fights?
    This is exactly what I figured SE would do, however they did the exact opposite and forced you to solo or go with NPCs.
    (1)

  7. #7
    Player
    Hyrist's Avatar
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    Oct 2011
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    Next to a dead Snurble.
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    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Elexia View Post
    This is exactly what I figured SE would do, however they did the exact opposite and forced you to solo or go with NPCs.
    Right. I support the idea of choice here. It really should be optional to go alone or with a group, and there should be a way to entice people to do it together, rather than force them to.

    People who feel forced feel frustration and approach the situation with the wrong mindset. People who are gathering together to try a fun challenge for a cool, but not necessary, reward will often enjoy their time better regardless of the result.

    To which I would say, unique rewards are the best way to go about this - so long as we keep the to currently set rule that craftiables with meteria are and will continue to be the best gear possible.

    I've ideas on how to make this sort of system work well with World Bosses and other like content too - a way to make the game truly feel like a theme park and appeal to everyone while encouraging everyone to play together for the best results. However, I'd rather not pitch that here as the subject matter specifically pertains to story content.
    (1)

  8. #8
    Player
    Cendres's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    947
    Character
    Cindrie Estelloix
    World
    Halicarnassus
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Hyrist View Post
    Hello Dulle, it's good to see you here in FFXIV.

    I agree with your idea of the progression of the game's story should not be dependant on the fact that you are with other people. Especially given the multiplayer aspect of storyline content in FFXI was notoriously class specific.

    However, to obtain that sort of solo-friendly content, we probably should be willing to give a little in return. For example, for most casual players, getting through the story is its own reward. Remember how the reward for killing the Archangels in Rize of the Zilart was only achievable if you killed them all together in Divine Might?
    Exactly, thank you. And most very casual gamers don't even need to see the whole story either, and those of us who do have no qualms about preparing for it and marking the day on a calendar. ^^

    **backs back out of thread**
    (0)

  9. #9
    Player
    Hyrist's Avatar
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    Oct 2011
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    Next to a dead Snurble.
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    Character
    Lin Celistine
    World
    Goblin
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    Dragoon Lv 90
    Quote Originally Posted by Cendres View Post
    Exactly, thank you. And most very casual gamers don't even need to see the whole story either, and those of us who do have no qualms about preparing for it and marking the day on a calendar. ^^

    **backs back out of thread**
    It just goes to show that a middle ground is easier to achieve to create a unified demand of the Developers than most of you people seem to want to admit.

    This really should not be about having it one way or another. If Square Enix or the developers make it that way, it's up to us to all, as a unified group, chastise them for it for making the game poor for any one group. If we split among ourselves for our own selfish issues instead of trying to figure out how to make it work for as many as possible, we hurt everyone's desires in the long run by not giving the developers a clear message to be heard - and they get left guessing.

    So, if we could summerise what people seem to agree upon so far (And feel free to speak up.)

    What we would like to see as players:

    - More dynamic storyline fights that feel more involving. (Scripted fights or fights that change as it progresses are highly desired.)
    - The possibility for an adjustable difficulty or an alternate 'party orientated' fight option.
    - Rewards to incentive's fighting at higher difficulties and/or partying with allies.


    I feel as this is the most productive way forward given the thread's dominant concerns as far as story quests anyone have any more concerns to add?
    (3)

  10. 04-20-2012 11:37 AM
    Reason
    Ehhhhhh whatever.

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