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  1. #1
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    Jun 2011
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    Mistaking difficulty for other things

    I see a lot of people saying more difficulty is something they'd really want to see added to the game. A number of people are saying they want that more than anything. I even saw one person say that difficulty essentially equaled things that require more time and effort.

    I really hope this is not what we are asking for. Something is not difficult because you have to spend more time on it. As for the effort part I get the feeling that its only considered effort because of the amount of time being put in.

    But even if its because you have to fight nothing but mobs that are way higher level than you. Time and Effort is not Difficulty. Difficult things often require more time and effort but it doesn't work backwards.

    I would much rather think of difficulty as something that is mentally engaging and challenging and of course still fun.

    What is difficulty to you? Are we really just asking for more grind (time and effort) or is it really a challenging engaging experience that we're after? Clarity is important when the devs are listening so closely.

    One last note, there was a dev response recently about them making crafting easier. I don't think it needs to be any easier but we can talk about that in another post.
    (1)

  2. #2
    Player
    Xatsh's Avatar
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    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    The underlying main issue with the game is there is no feeling of accomplishment no reward.

    Part of that is because everything just falls over dead. (difficulty part)
    - The missions a joke, a rank 20 person could probably beat rank 36 battles.
    - Leves are a joke, the mobs have 1/2 the hp as normal mobs
    - Lower level NMs are decent for their Levels
    - Higher level NMs are a joke, I am watching people duo/trio them people want things that take 8 coordinated people to kill.

    The other issue is people are being handed everything and are being handed it fast
    -You can get millions apon million of gil just playing the game. You do not even have to try to make money to make it. Therefor getting gear feels meaning less.
    -NMS while they might have a horrible drop rate, if you fight it for an hour you are most likely guaranteed to get it. It is like this for every lesser nm.
    -Leveling is much to fast with fighting classes, you can get to 20 in like 3hrs then all the way to 50 in another 3 weeks. While I agree 50 is obviously not the permanent endgame... the game is just too easy to progress.


    So you have 2 issues of why people are complaining they are not the same.
    -Difficulty does not = time , but the people who are bringing in the time complaint are doing so because atm square is taking 2-3 months to develop content which is good for 2hrs.... think about that for a sec.

    People do not necessarily want long time sinks, but they want content that will last them for thousands of hours. They want to feel that working on something will payoff. They do not want handouts, they want to work hard and along time to get the best of the best gear. Atm the game simply lacks that.

    Between the ease of killing everything, and the fact that everything in the game besides faction NMs just crap out gear there is simply no feeling of reward, accomplishment, or fun in the whole game.

    Square has a major issue, they need to find a way to make casuals happy as well as make it to where the people who can play 60hrs a week never run out of content to do.
    (7)

  3. #3
    Player

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    Jun 2011
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    Quote Originally Posted by Xatsh View Post
    So you have 2 issues of why people are complaining they are not the same.
    -Difficulty does not = time , but the people who are bringing in the time complaint are doing so because atm square is taking 2-3 months to develop content which is good for 2hrs.... think about that for a sec.

    People do not necessarily want long time sinks, but they want content that will last them for thousands of hours. They want to feel that working on something will payoff. They do not want handouts, they want to work hard and along time to get the best of the best gear. Atm the game simply lacks that.
    Ok I can agree with this. We want a lot of content. And sure it is frustrating when you wait months for new stuff and it really doesn't provide more than an hour or two of extra game play.

    The problem I see is there's no way around the long wait time. Developing, testing, and balancing content takes time I don't think many of us imagine differently. The more we rush them the poorer the quality we get. The player base has a long wait on its hands and unless SE is going to double their production team size I can't see this changing. Even doubled it would probably be quite a while until we saw "enough" content coming into the game.

    Maybe one bright side to this is that the game is currently undergoing core-system overhauls (battle, core coding, environments etc) When the system overhauls are done we will likely see an increase in the amount of content being released per patch.
    (1)

  4. #4
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Xatsh View Post
    The underlying main issue with the game is there is no feeling of accomplishment no reward.

    So you have 2 issues of why people are complaining they are not the same.
    -Difficulty does not = time , but the people who are bringing in the time complaint are doing so because atm square is taking 2-3 months to develop content which is good for 2hrs.... think about that for a sec.
    Patch hasn't even been live for an hour and half and it only took you two hours to get through all the new content?
    Impressive Doc; say mind if I borrow the Delorean for a bit?

    You'll be saddened to know that adding content to a game is not as easy as writing up a story and loading it up to a server.

    The general pipeline for new content to a game involves creating the assets, scripting any events and the minutiae for driving the content, any new game resources (items, characters, monsters, NPCs, dialogue) and THEN, testing all that, removing or replacing what didn't work, and then doing this for each piece of content.

    With all the changes being made to the core of the game I'm taking a wild guess and saying its great they added what new content they did on top of the changes to the interface and combat.
    (0)

  5. #5
    Player
    Xeak's Avatar
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    Jun 2011
    Location
    Ul'dah
    Posts
    196
    Character
    Xeak Eckhart
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Phenidate View Post
    Patch hasn't even been live for an hour and half and it only took you two hours to get through all the new content?
    Impressive Doc; say mind if I borrow the Delorean for a bit?
    I don't have anything to say on this topic, but I think you should check dates, Phenidate, before you post. That was an old post that came way before the patch release. Xatsh was only saying that 2 hours worth of content is an issue, not that they completed the content already within 2 hours.
    (0)

  6. #6
    Player
    _C-a-e-r-i-t-h_'s Avatar
    Join Date
    Jun 2011
    Location
    San d'Oria
    Posts
    346
    Character
    Laura Palmer
    World
    Ultros
    Main Class
    Archer Lv 50
    There's good difficulty and bad difficulty. Something that takes a lot of time and brute force is bad difficulty. Something that takes a lot of intelligence is good difficulty.

    Examples of Good Difficulty:
    Radiant Historia's battle system. If you auto-attack, it takes a really long time and is very very hard. If you use your abilities intelligently, you can end most fights in 1-2 rounds. This is good difficulty, it rewards intelligence and ingenuity.

    FFXI's Salvage. With all the limitations imposed on the team (time, cells, routes to take, monster selection), a team had to play smart or get their ass kicked. The bosses like LBC were a perfect example of this same difficulty you see in Radiant Historia: brutally hard but if you approach them intelligently you can take them down like clockwork.

    Devil May Cry. Skill is more important than effort here. It's a meatgrinder otherwise.
    Examples of Bad Difficulty:
    FFXI's Salvage. Once you got the pattern down and knew what you were doing, the drop rates were so bad that you had to grind over and over and over for a 2% drop (times 6 because everyone on your team wants it too).

    Yiazmat from FFXII. Has like 50 million HP. You can actually leave the area and save and come back during this fight, that's how long it takes. Not necessarily hard, but just plain fatiguing.

    Final Fantasy XIV login screen. Ugh, so much effort to get past this.
    But yeah crafting isn't hard it's just monotonous.
    (4)

  7. #7
    Player
    weeble's Avatar
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    Mar 2011
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    1,231
    Character
    Titan Arum
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    i think what all mmo's need to do at this point is create seperate servers for casual and hardcore, let people chose. there is pvp servers an non pvp in most mmo's now. so how bout just make 2seperate games for the both as well. seriously don't think they can ever satisfy both. and eventually casuals will realize that they need us to even wipe there asses lol jk, but seriously lol. i like this idea.
    (0)

  8. #8
    Player
    Perrin_Aybarra's Avatar
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    May 2011
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    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    I'll post this again, even if you all must be tired of me insisting on this. But to me challenge comes with capped fights that are designed around that cap level. The way they had level capped areas/missions in FFXI. To me that is the definition of ongoing challenge, promotes skillfull play and even includes casual players. Being casual =/= wanting everytime steamrollable and easy. Capped missions also makes things challenging without being a grinding time sink.

    Capped missions allows for high level to go help their low level friends and still get excitement with the mission and also keeps you more on your toes since bad playing could lead you to a wipe.

    I think anyone who oppose to that just wants the possibility to have easy content by allowing their high level LS mates to come clear stuff for them while they watch TV and eat cookies. But that's just my opinion.
    (4)

  9. #9
    Player
    _C-a-e-r-i-t-h_'s Avatar
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    Jun 2011
    Location
    San d'Oria
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    346
    Character
    Laura Palmer
    World
    Ultros
    Main Class
    Archer Lv 50
    Quote Originally Posted by Perrin_Aybarra View Post
    I'll post this again, even if you all must be tired of me insisting on this. But to me challenge comes with capped fights that are designed around that cap level. The way they had level capped areas/missions in FFXI. To me that is the definition of ongoing challenge, promotes skillfull play and even includes casual players. Being casual =/= wanting everytime steamrollable and easy. Capped missions also makes things challenging without being a grinding time sink.

    Capped missions allows for high level to go help their low level friends and still get excitement with the mission and also keeps you more on your toes since bad playing could lead you to a wipe.

    I think anyone who oppose to that just wants the possibility to have easy content by allowing their high level LS mates to come clear stuff for them while they watch TV and eat cookies. But that's just my opinion.
    Wait, your LS gets cookies? Where do I sign up?
    (0)

  10. #10
    Player
    Anty's Avatar
    Join Date
    Mar 2011
    Posts
    625
    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Perrin_Aybarra View Post
    I'll post this again, even if you all must be tired of me insisting on this. But to me challenge comes with capped fights that are designed around that cap level. The way they had level capped areas/missions in FFXI. To me that is the definition of ongoing challenge, promotes skillfull play and even includes casual players. Being casual =/= wanting everytime steamrollable and easy. Capped missions also makes things challenging without being a grinding time sink.

    Capped missions allows for high level to go help their low level friends and still get excitement with the mission and also keeps you more on your toes since bad playing could lead you to a wipe.

    I think anyone who oppose to that just wants the possibility to have easy content by allowing their high level LS mates to come clear stuff for them while they watch TV and eat cookies. But that's just my opinion.
    i'm all with you on that topic, and still the fights have to be a challenge. The cap alone (looking at how easy the game currently is) won't save the game. The difficulty and like _C-a-e-r-i-t-h_ posted, the way the fights are designed matters
    here. And that is where i doubt, that SE will do the right moves. Since so far they put "retard" on par with "casual" - which is BS -. At least the easy-mode all-around cries that out loud... so that has to be their direction atm. Mechanics like this are a killer for every game since ppl won't subscribe for an easy-mode grindfest (crafting).
    (1)

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