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  1. #1
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    743
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Kes13a View Post
    and lets not forget the people who scream "GATING" if things require anything reasonable... like knowing how to do your job past level 80....
    I still remember when Steps of Faith was current content and people were lamenting that they could not just hit boss and dodge mechanics, instead having to actually understand the gimmicks of the encounter. The only adjustment Square should have done should have been an easier way to restart the instance if everyone knew they had failed...
    (9)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  2. #2
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ovIm View Post
    I still remember when Steps of Faith was current content and people were lamenting that they could not just hit boss and dodge mechanics, instead having to actually understand the gimmicks of the encounter. The only adjustment Square should have done should have been an easier way to restart the instance if everyone knew they had failed...
    I find this FAR more interesting than " just hit boss and dodge mechanics". There's only so many AOEs, puddles, lasers, etc that a game can throw at me before I'll just say "screw it" and walk away. it's not enjoyable after a certain point. However, throw me into a beautifully designed dungeon, with an encounter that takes some knowledge of the boss and my skills- that is far more interesting.

    As a simple example- it could be phases where attacking the boss with certain skills will kill me due to reflect that type of damage (like magic), or specific debuffs that require a healer to remove or the party gets wiped. It could get more complex in higher difficulty encounters. The point is that it's more interesting that just playing the "Simon says" or "dodge the bullet" type of encounters.
    (6)

  3. #3
    Player
    lolnotacat's Avatar
    Join Date
    Apr 2021
    Posts
    558
    Character
    K'ayla Rhiki
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by IDontPetLalas View Post
    I find this FAR more interesting than " just hit boss and dodge mechanics". There's only so many AOEs, puddles, lasers, etc that a game can throw at me before I'll just say "screw it" and walk away. it's not enjoyable after a certain point. However, throw me into a beautifully designed dungeon, with an encounter that takes some knowledge of the boss and my skills- that is far more interesting.

    As a simple example- it could be phases where attacking the boss with certain skills will kill me due to reflect that type of damage (like magic), or specific debuffs that require a healer to remove or the party gets wiped. It could get more complex in higher difficulty encounters. The point is that it's more interesting that just playing the "Simon says" or "dodge the bullet" type of encounters.
    Funny how you mentioned that. I haven't done any hardcore raiding in ages. Last time was during WotLK. So many of the fights had these kind of mechanics and they were so fun, albeit a bit frustrating sometimes, I'd love to have encounters like that in this game.
    (4)

  4. 10-02-2024 09:17 AM

  5. #5
    Player
    Havenchild's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    990
    Character
    Avalen Koma
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Aidorouge View Post
    I just don't know where the comfortable middle-ground lies to make sure casuals remain welcomed while hardcore is kept enticed, especially when everyone's idea of "engaging" might differ from someone else. You can ask 10 different people here what they want and get 11 different answers.
    Truth is, there is no topic of conversation currently that will go over well.

    Make healer role more complex (rewarding gameplay) etc, and you lose alot of casuals in PF.
    Make story encounters challenging, casuals struggle.
    Make content catering to casual base, casuals want more, hardcore base complains
    Make savage or ultimate encounters, casual complains..

    The only metric that generally matters, is engagement numbers. That is the rule of law of MMOs regardless of what anyone wants. They can sprinkle content here and there for everyone and thats about it.
    (1)

  6. #6
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Havenchild View Post
    Truth is, there is no topic of conversation currently that will go over well.

    Make healer role more complex (rewarding gameplay) etc, and you lose alot of casuals in PF.
    Make story encounters challenging, casuals struggle.
    Make content catering to casual base, casuals want more, hardcore base complains
    Make savage or ultimate encounters, casual complains..

    The only metric that generally matters, is engagement numbers. That is the rule of law of MMOs regardless of what anyone wants. They can sprinkle content here and there for everyone and thats about it.
    No, the only metric being "engagement metrics" is an oversimplification. That is not the "rule of MMOs". If it was that simple, then you could have drag any virtually anyone off the street and -voila- here is how your game is doing, this is precisely what needs to be done in order to make more money, and keep doing more money, for the amount of time that the company wants to make money.

    People in "marketing" (and technically- I work in the Marketing division) routinely get feedback from different segments and their interests have to be reviewed and balanced - however that doesn't mean that each segment needs to be weighted equally. Square could decide (for example) that casuals are >>> the very hardcore if that fits their business model . It would then be more helpful if instead of promising they will do it "one day"- they explain that going forwards, the game direction will be more casual/mid- this way the very hardcore aren't misled.
    (6)

  7. #7
    Player
    Havenchild's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    990
    Character
    Avalen Koma
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by IDontPetLalas View Post
    No, the only metric being "engagement metrics" is an oversimplification. That is not the "rule of MMOs". If it was that simple, then you could have drag any virtually anyone off the street and -voila- here is how your game is doing, this is precisely what needs to be done in order to make more money, and keep doing more money, for the amount of time that the company wants to make money.

    People in "marketing" (and technically- I work in the Marketing division) routinely get feedback from different segments and their interests have to be reviewed and balanced - however that doesn't mean that each segment needs to be weighted equally. Square could decide (for example) that casuals are >>> the very hardcore if that fits their business model . It would then be more helpful if instead of promising they will do it "one day"- they explain that going forwards, the game direction will be more casual/mid- this way the very hardcore aren't misled.
    You can look at almost every big decision they have made from past nerfs to MSQ duties to job changes on all roles as a reflection of engagement metrics.

    Steps of Faith nerf - Users getting barred by it
    ARR MSQ nerf - User falloff before HW
    Healer Kit nerf - Lack of active healers in PF, biggest complaint being "too complex"
    Ast specifically, gets tweaked every expansion and for some time was the lowest played Healer.
    Eureka nerf - less people in the instance, laxed requirements to proceed
    Bozja nerf - see above

    Engagement is superior for any company. It directly transfers to wealth. If your player engagement is low, people fall off, thus less money. Business 101

    /thread- People literally saying they are leaving cause they don't find the specific content engaging enough.

    Now you can cut the pie into categories to further analyze engagement metrics within certain domains, for example, savage content, understanding what types of mechanics and overall balance within encounters see the most clear rates tier for tier or understanding which classes are specifically popular over others vs the design of a particular encounter.

    Same with something like crafting, being non-macroable in HW and how many crafters participated in that vs current last 5 years where all crafting is macroable and easily accessible. Notice they never went back to HW style crafting by and large, outside of a sprinkle for ishgard restoration. Metrics (and how that relates to their overall goal) matters most.

    To say otherwise is folly. SE is a company first and foremost. They are always looking at numbers. When they make content for a particular base, say casuals and MSQ, they definitely are looking at how many people are proceeding through it and if/where there is fall off. If it's specifically jarring enough, they tend to employ a fix somewhere.
    (5)
    Last edited by Havenchild; 10-02-2024 at 01:24 PM.

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,692
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Havenchild View Post
    Truth is, there is no topic of conversation currently that will go over well.

    Make healer role more complex (rewarding gameplay) etc, and you lose alot of casuals in PF.
    Make story encounters challenging, casuals struggle.
    Make content catering to casual base, casuals want more, hardcore base complains
    Make savage or ultimate encounters, casual complains..

    The only metric that generally matters, is engagement numbers. That is the rule of law of MMOs regardless of what anyone wants. They can sprinkle content here and there for everyone and thats about it.
    “Lose a lot of casuals in PF”

    Where

    The healer role is deader than dead in PF and phys ranged isn’t doing any better

    You can’t kill what’s already dead
    (18)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  9. 10-02-2024 01:55 PM