Who are you to state anything of what I do or do not disregard? I find what you said there to be highly rude, insulting, and factually incorrect. I'll often leave arguments hang when I think there is no room for a respectful acknowledgement, but it is not a dismissal of that person's opinion of views, so much as their conduct.
It also tempts me to do the very thing you accuse me of in spite. So I will again recommend, again, that you stow the attitude. Just because my observations do not agree with your self-assessment does not mean I view you as a lesser individual or purpose for sharing a different viewpoint. Merely that I question (not disregard) that viewpoint.
The boded is factually incorrect. Leveling is by definition, content. That you do not enjoy the progress of your character from baseline to full ability set does not disqualify it as intended mechanics to participate in, thus, content. Not in your first statement you accuse me of 'disregarding statements' yet you now offhandedly disregard content, because it disagrees with your gaming sensibilities. Let us not forget both the story-lines and achievements tied to leveling classes that you can sample, even if you disregard the raw gaining of EXP. I can go as far to acknowledge that you do not enjoy the content, and therefore do not wish to include it in your consideration of things to look forward to doing. But you would also need to acknowledge that some view leveling as content and actually wish it was more drawn out. (An opinion I do not share, but it exists none the less.)2. I skip no content in MMOs - What some won't admit is that in XIV, you can go through most of the content fairly fast if you're not going at a slow pace or have only 2 hours a day to play. Just because you have more than 2 hours a day to play doesn't always mean you have "no life" or "rush", it simply means you have time to enjoy the content and after a couple of months since launch, realistically 3 years (even yoshi stated this in his last letter just a few days ago) you've done most if not all of the content, and leveling doesn't count as content.
Beyond that, I agree that leveling is an easy pacing and that, if you walk into the game and play at a casual pacing consistently you should be at level 50 on at least one class by now. Consistency being the key word here. I do not find this to be in error, or a fault of the design. In fact the ease of leveling will hopeful encourage people to level more than one class and be flexible in playing and aiding others. Often times, when exploring unfamiliar mechanics, you may find something that brings new enjoyment to the game.
When the initial interviews regarding a Realm Reborn were made, Yoshida made it clear that first and foremost, A Realm Reborn is a Final Fantasy game. Final Fantasy has its roots squarely in the Single Player aspects, and in the last half decade alone many of the re-releases of these single player games have come with scaling difficulty settings.3. MMO difficulty =/= Offline game difficulty and quite frankly, that's reaching - For one thing tiered difficulty in MMOs generally offer new routes, different bosses and different reward. Offline single player/Co-Op game difficulty selection tend to only increase monster stats, count, AI and sometimes loot. They're not comparable.
However, ignoring that, nearly every single mechanic created in an MMO environment is based off of or inspired by previous game mechanics of other Genres. By no means is it a reach to ask an individual if they enjoy such settings in single player games and then ask them to make that comparison to an MMO environment. - A question you pointedly did not answer.
You're only presenting half the logic here. While, ideal, they would like everyone's money, they do realize they need to see the forest beyond just the trees. Creating content exclusively for one minor fraction of the player base may and can likely have a consequence that will alienate their larger, primary base.You feel the people who are unsatisfied aren't the target audience because they'll be the ones to actually speak up about the game in an unbiased manner. Think about it, the only time an MMO is specifically trying to keep people out of it (your logic presented) is when it's MMOs that are IP/Region locked - Otherwise MMOs are open to everyone and developers have to develop to try to keep either a happy medium or a large portion of their players happy - P2P based games wants everyone's money.
Also, I will contest that anyone argues without bias. In fact, the outspoken, dejected players will most often speak with the most bias. A player on the higher end of the skill scale is going say they are bored, if the mechanics and difficulty is tuned beneath them. Likewise, those who are beneath the skill curve are going to complain about the 'cheapness' of the difficulty. Example: the player-base reactions to Ifrit vs Titan.
Let's tone down the hyperbole. It takes about a month of consistent, if casual play to reach level cap (~10 hours a week logged on, non-dedicated leveling.) At that point, endgame opens up and while you state 'gear farming' is the ultimate goal, the is much to play through. Level cap does not equate story-line completion, which is a gateway to a lot of content that won't be considered 'on farm' until properly conquered and understood, which may not be achieved in the first victory let alone the first attempt.The target audience of this game is casual gamers, that much is true - However, if you stop and think..don't you realize that unless you are extremely casual in having only a few hours a week to play, there's absolutely no way to not be done with at least vanilla content unless you simply chose not to do the content..? It takes almost no time to get your first class to 50 which immediately opens up end-game, the rest is simply gear farming.
Beyond that we have those who have ulterior goals to completing content, such as the story locked behind such things as Coil, as Crystal Tower, as the Hildebrand Quests, and the Beast quests. These things are not so easily achieved due to stall-tactics in the game's mechanics, that keep from progressing too quickly.
This is also completely disregarding user-generated content, which, for especially one avenue of the game base, can prove to be quite time consuming and engaging.
And beyond all of this, comes the very subject that was brought up just recently: Community building. Those who stop to take the time to assist others in the community are going to find themselves with much more to do, even if it is repeated content. The element of another individual who may or may not be at the same level of understanding as you can prove to be very engaging. It is in this, I find the most joy within the game mechanics itself. A run becomes entirely different when the routine is broken by someone who's not at the full grasp of understanding, or has some other limiting situation such as blow optimal gear. This forces you to improvise, and adds new level of excitement to what would otherwise be routine.
This all illustrates the point that I've been trying to drive home here to the forums: Don't let the source of your entertainment and purpose come solely from the raw mechanics of the game. In my opinion, it is not what makes an mmo interesting. It is the interpersonal play, the creation and development of a sense of community. The personal progress, above simply the digital progress. And the mechanics of the game very much encourage this by making all levels of the game accessible, and making the gear grind both plain in view, and also restricted in such that those who are grinding for gear find themselves with a bit of free time to reengage with the larger community.
To which I say, if you're bored, find people to talk with. Socialize. Find where those behind you are at and see what you can do to help. You'd be surprised just how varied the people can be.
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Finally on the subject of being off the target audience. This does not mean your feedback is invalid. It means that the tone of the feedback needs to acknowledge the position in which you are truly in, objectively. The reality is, the full of what you want may not happen and when the argument comes to siding with someone who is rudely outspoken who is in a minority, verses risking alienating the majority, the business sense in this matter is clear - they're going to side with the majority.
This means suggestions need to be made out of respect and in be prepared for the likely possibility of compromise.
Now, I have offered what makes this game exciting to me, in spite of mechanics that some here deem routine and simple. I am open to the idea of additions and adjustments to broaden the scope for more players to feel welcome, so long as it is done in respect of those whom much of this game is designed around.
But I will maintain my initial criticism of much of the community here - it seems people are more inclined to insult each other than to talk, and that's disheartening. I hope that the trend subsides as the community continues to settle and players begin to acknowledge that they are staying for the long haul, or moving on to something else. I've already made that decision - I'm happy enough with the game to stick with it.
Looking forward to seeing more of those who agree, and hope that those that disagree find what they're looking for, here, or elsewhere.



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