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  1. #1
    Player
    Hallarem's Avatar
    Join Date
    Sep 2023
    Posts
    1,173
    Character
    Hallarem Aurealis
    World
    Omega
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by DynnDiablos View Post
    I do find the casuals vs. hardcore player debate interesting because the hardcore player base hates that us "filthy casuals" are even in the game, when XIV's success was built on the casual player base. If we all quit and leave because they start to only cater to the 1% of the player base that likes this content - good luck. The chaos raid is just not accessible. It's already difficult to get groups together, PF is already gatekeeping hard on who can join and if you go into Raid Finder you could wait 8+ hours and never get included in a party. Then locking the cosmetics behind it, at the end of the day, this raid (which let's get real, is a 24 man TRIAL) will be dead within a week or so.
    Can I introduce you to the tragedy of Wildstar MMO that had the best housing system ever created but drove everyone away with how hard to access the endgame content was? Not saying that FFXIV is at that point yet, but not catering to your casual crowd is how you KILL MMO's. But I reckon they rely on new players to be hard stuck in the 1000000 hour MSQ story rather than creating more casual and approachable or innovative content. As crap and a bloated system as WoW is today, its initial success was made because it was approachable for the casuals and at least TRYING to innovate along the years.

    It's why I rarely watch any FFXIV creators, all they go on about is parsing and how some potency changes affect their clear times in this immensely boring system of a dodge dance fight system where you spam a singular rotation. As a tank I'd love to kite a boss to locations, Line of sight a boss, have something mechanical as a tank to do in raids and dungeons aside from dodging mechanics and spamming damage, waiting for the boss to reset to a middle location. Think about itemization more than spamming the same materia in slots, the gearing seems immensely boring without any excitement of discovery or rng drops to it too.

    Look I'm not a endgame player, but I don't NEED to play it to see that the system is BORING and UNINNOVATIVE. ANything can be made fun if you do it in a crowd of people you like, sure, theres' that. But I think they need to start shifting the systems to be more interesting. Or at least make the casual content more prominent.
    (7)

  2. #2
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Hallarem View Post
    Can I introduce you to the tragedy of Wildstar MMO that had the best housing system ever created but drove everyone away with how hard to access the endgame content was? Not saying that FFXIV is at that point yet, but not catering to your casual crowd is how you KILL MMO's. But I reckon they rely on new players to be hard stuck in the 1000000 hour MSQ story rather than creating more casual and approachable or innovative content. As crap and a bloated system as WoW is today, its initial success was made because it was approachable for the casuals and at least TRYING to innovate along the years.

    It's why I rarely watch any FFXIV creators, all they go on about is parsing and how some potency changes affect their clear times in this immensely boring system of a dodge dance fight system where you spam a singular rotation. As a tank I'd love to kite a boss to locations, Line of sight a boss, have something mechanical as a tank to do in raids and dungeons aside from dodging mechanics and spamming damage, waiting for the boss to reset to a middle location. Think about itemization more than spamming the same materia in slots, the gearing seems immensely boring without any excitement of discovery or rng drops to it too.


    Look I'm not a endgame player, but I don't NEED to play it to see that the system is BORING and UNINNOVATIVE. ANything can be made fun if you do it in a crowd of people you like, sure, theres' that. But I think they need to start shifting the systems to be more interesting. Or at least make the casual content more prominent.
    So much this. When combat design is limited to such a small subset of potential design parameters, the primary way to differentiate content is through speed, mechanics overlap, and boss health/damage. (And I guess aesthetics, which are frequently overemphasized at the cost of gameplay.) And because 14 has to look flashy, this approach also introduces accessibility issues due to the visual mess 24-person content in particular creates.

    It's like the devs locked themselves in a cage and threw away the key.
    (3)