Man Yoshi P. and FFXIV as a whole have really poisoned the well here.
Midcore is a "content type", NOT a difficulty.
Like it's frustrating because back in the day *old man voice* it was just "casuals" and "hardcore" players. Casuals made up everything from crafters only and people that barley got by in the game (aka. a filthy casual) to people who were good at the game and did all the content but at their own pace, didn't always follow the meta, and weren't in a rush to get to end game or "be the best". Hardcore players on the other hands were the sweaty types who rushed to end game, constantly did the most challenging fights, and also were responsible for finding "meta's".
That said, midcore which is that upper tier of casual players, LIKED engaging with the game. LIKED engaging with the world. LIKED preparing for fights. LIKED coordinating with people, just not in a "do or die way". Open world content was a HUUUUUUGE catalyst for this. This is why things like Eureka and Bozja are considered "Midcore". (OC is NOT midcore in that we aren't really interacting with the world past the first little bit and even then its minimal. It's just casual instanced fate farming and teleporting)
When we say FFXIV only makes content for Hardcore players and Casual Players, we are talking about content types. Talk to NPC's questing, crafting and gathering, housing, glam, hallway instanced dungeons with the exact same formula, etc. are all casual. Instanced one off fights that you have to study sometimes weeks for and create statics are hardcore. An example of midcore in this instance would be an open world zone or dungeon that maybe requires an item farmed, or some condition to pop a boss, and players would have needed to maybe do some kind of preparation for that boss to beat it. Both hardcore and midcore like interacting with the games mechanics but in midcore the difficulty is such that its possible for individuals to do the first time as long as they prep the right items, gear, and back in the day skills and spells with some kind of working strategy, rather than a team that has to figure out a very specific meta that was designed to still only be completed through perfect play and in the margins. Minus how long it took, Dynamis in FFXI was a great example of a raid style in that fashion.
Inherently they have designed the game so that midcore players have almost nothing. Admittedly midcore content requires the most effort because you have to actually dial it in, it usually requires more systems that the game has taken away, and you cant just crank the knobs to one side of the difficulty spectrum. Unfortunately in my opinion this really kills off the "adventurer" part of this MMO as well. It's why fates feel so bland.
That said, my sub ran out over the weekend. Cheers mate, and good on you for voting with your wallet, though I think the quantum system they have planned is going to solve your difficulty problem (maybe).


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