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  1. #1
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    554
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    While I enjoy a challenge myself in the game, it would be unfair for people to be stuck on completing the story because there's a grouped instance they cannot get passed.
    Thanks for the clarification. The idea of setting up a system where the dungeon would be easy with NPCs, and ‘normal’ (i.e. similar to what we have now) with players isn't a bad one. Because at the moment we get the impression that a lot of players are misled by this system: they assume that using NPCs is the easy mode, when in fact it's the mode where you can really get stuck IMO, because it's also the mode where you reset as soon as you die. It's also possible to imagine a buff system for these instances.

    On the other hand, I'm still quite firmly opposed to simplifying instances as they're currently designed for multiplayer content (= full party of real players). Because it seems to me that we're already at a fairly low level in terms of difficulty (DT's dungeons manage to be interesting without becoming too complex, which is very well thought out), and to lower it any further would simply mean removing any interaction with the game. Interaction in terms of gameplay is also based, inevitably, on success, which is conditional on your performance.

    And then... I don't want to be unpleasant, but sometimes there really are problems ‘between the chair and the screen’. I recently came across someone who, for example, was complaining about the boss where you have stars throwing aoe in a line as they move. The player said that there was no way of determining where these AOEs fell. Can you see the problem? It's a technique that's frequently used in the game, the difference here perhaps being the movement. How do you simplify instances when people claim there's no way to improve them, when we're talking about mechanics that date back several expansions? There comes a point when there's little else to say other than ‘get better’, but not in the toxic sense of the word. Just that, in this case, it's the mechanics of the game that aren't understood, and there's little you can do but go over them, one by one (there are guides to the mechanics frequently used in FFXIV).
    (2)

  2. #2
    Player
    NekoNova's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    470
    Character
    Olivar Starblaze
    World
    Ragnarok
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Merrigan View Post
    Thanks for the clarification. The idea of setting up a system where the dungeon would be easy with NPCs, and ‘normal’ (i.e. similar to what we have now) with players isn't a bad one. Because at the moment we get the impression that a lot of players are misled by this system: they assume that using NPCs is the easy mode, when in fact it's the mode where you can really get stuck IMO, because it's also the mode where you reset as soon as you die. It's also possible to imagine a buff system for these instances.

    On the other hand, I'm still quite firmly opposed to simplifying instances as they're currently designed for multiplayer content (= full party of real players). Because it seems to me that we're already at a fairly low level in terms of difficulty (DT's dungeons manage to be interesting without becoming too complex, which is very well thought out), and to lower it any further would simply mean removing any interaction with the game. Interaction in terms of gameplay is also based, inevitably, on success, which is conditional on your performance.

    And then... I don't want to be unpleasant, but sometimes there really are problems ‘between the chair and the screen’. I recently came across someone who, for example, was complaining about the boss where you have stars throwing aoe in a line as they move. The player said that there was no way of determining where these AOEs fell. Can you see the problem? It's a technique that's frequently used in the game, the difference here perhaps being the movement. How do you simplify instances when people claim there's no way to improve them, when we're talking about mechanics that date back several expansions? There comes a point when there's little else to say other than ‘get better’, but not in the toxic sense of the word. Just that, in this case, it's the mechanics of the game that aren't understood, and there's little you can do but go over them, one by one (there are guides to the mechanics frequently used in FFXIV).
    I can agree with this, truth to be told.
    Some players are simply bad at these games, there's no point in denying that.
    Some players however are unfortunate enough to have disabilities that make them unable to perform good enough to meet for example a DPS requirement.
    And it's the second case that I am worried about.

    But I also do not have a good solution either for this.
    I feel the idea discussed has merit, as it gives people options to continue.
    And it gives people also options to take the more challenging path if they choose to do so, without hampering other people that want the easier experience.

    I do feel it needs to be said: I have no intention of making EX trials/Raids easier. The only exception here is if they are part of the MSQ and need to be cleared in order to progress. Then it needs to be doable, but if they are not story blockers, they can and should be challenging.
    (1)
    Olivar Starblaze
    Onion Knight - Lalafell Carbuncle Retainer
    <TASTY>
    Ragnarok Server

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