
Exactly! I don't get why some of them still insists in having content which are boring and stupid(i.e.camping) just so that they can shut off access of certain thing to casual players.For casual players they SHOULD have access to everything the hardcore players can get, HOWEVER that does not mean they can get it as fast. I'll use a few examples. Having a drop based gear from normal mobs or NM mobs(not faction) lets say you get coins from these mobs off certain NM and random low % off normal mobs, once you collect enough you can exchange it for a good piece of gear. A player who plays more will have more chances at coins while a casually player will have chances to, they both have equal chances of getting the item, just it will take one longer then the other.
I for one consider myself a hardcore player, now I do think other hardcore players like myself who spend a lot more time on game should have better chances for getting content done or IG gear, but I also do not think if you add in for instance 24 hour spawns is fair to the casually gamer who can hardly, if at all ever have a chance to kill a mob themselves solo or with LS members. Having equal access is what we need, but as for how long it takes, that should go to the players who play more.
So essentially make everything of equal access to players, but if you induce a system where a player who plays more gets more stuff faster and/or better, then that would be a fair trade off to casually players, they can still get the same stuff, it would just take them longer.
oh yes, cop was a great example(pre nerf) of casual/hardcore BALANCED content.I'm casual and I also agree with that point! This and having challenging and difficult content (CoP missions before nerf, <yes,please>, for example). Dynamis was indeed time consuming (I wouldn't mind same type of immersive dungeon but with 2hours cession) but at least, you were playing during the event, not just waiting in front of the screen.
it was all about skill, who cares what level you were or what gear you had.
and the rising level cap in each zone til the end made it so you could start it early, and be on the same playing field(minus merit bonus's) of someone well above your level since they got brung down to the cap
it was never about how much time you spent in it(well in some cases maybe to learn the fights it did, but everyone had to deal with that)
but it was about your willingness to actualy do it, and be able to learn and beat the fights.
Before the cop nerf, you only saw skilled players in sky.
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Speaking of CoP, I knew a guy that did the Omega/Ultima fight in PUG groups like 60+ times before finally beating it. We finally got it for him as an LS. We did runs for like 26 hours straight to get everyone through.
Sorry for the derailment I got all nostalgic.
"Before the cop nerf, you only saw skilled players in sea."
Fixed it for you.

Agree, CoP was really great, so much memories of those intense missions![]()
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Wasn't CoP gimped because casuals complained about difficulty?

CoP was great for content but lord forbid if you didn't have a static. It was horrible. Lucky I got through the promy's fine but I think when I quit I had just beaten tenzen with my LS



The only problem with CoP was that it was so tough once people got through it, they never wanted to go near it again. This left lots of players who never got a chance to until they changed it.
It was a fantastic challenge
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