Yes I do have a My Little Pony sig because I'm not a complete loser who lives in his own little world, proclaiming something is stupid because I say so.
Your views on hardcore honestly are irrelevant. But if someone can complete all the content in a week by spamming it non-stop it is poor game design. A mmo must be unbeatable by both hardcore and casuals, if it is not is simply must be considered seriously lacking in content.Blah blah blah blah blah blah.
Maybe it takes you 1 week to complete the content because you spend every moment of your free time playing, but for the rest of us who have work, lives, ambitions, talents, friends, and other hobbies, well, it won't. Promise.
And anyway, I'd rather repeat dungeon crawls over and over than leves. Wouldn't you? Or will nothing satisfy you except your precious FFXI?
On another note, I find your snobbery to be unattractive and superlatively lame. Find something more elevated to snob about, like wine or culture. As far as the whole WoW/FFXIV debate goes...ugh. Again? Creating a game to be easily playable and less restrictive doesn't make it a shitty game; quite the contrary. And before you start on about how all of the confounding rules and regulations of a grind-fest MMO make it a more complex game, stop. Think. Is chess complicated? No. It's easy to learn, but it's difficult to master--in other words, it's complex. Unlike FFXIV in its current state. Frankly, I'm glad FFXIV is going more user friendly. For a while there, it was about as complex and rewarding as Maplestory. But more complicated.
We hardcore are upset because we feel with no limit, the game will never have enough valid content... there for always be a game where it forces us to quit for months at a time waiting on content. This is an issue in many games, while it is ok for casuals like those you described who play a online game for a few hours a week. For a gamer it is simply not enough.
The limit does not have to be a time cooldown, link it to the company related activities or something. Make it like you need X company current to buy a token which lets you enter the dungeon or something. This makes you focus, makes you do all the content added, makes you not spam 1 thing non-stop. You know tie the various game elements together, was one of the great things XI did.
In the current form I can guarantee you this will happen. Cap level players will spam the crap out of the dungeons. If the drop rates are decent people will rage the content is a joke like the NMs are. If the drop rates are not decent... it will piss off the casuals and the hardcores will get burnt out form spamming it and quit anyways...lose lose there.
The main issues in the game are balancing the limiting factors... leves are main source of leveling so limiting those is bad, dungeons are endgame not limiting those at all means you spent 3 months of work for potentially 1-2 week of content..... that is really really bad.
The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access.
All reward and no work will lead to the game simply crashing and burning. SE has to imbue a feeling of true accomplishment into the game... or it simply stands no chance. Cheap thrills or unchallange material that simply rewards us for playing the game will not work.
the game can be challenging without requiring us to wait x amount of days before we can do something....Your views on hardcore honestly are irrelevant. But if someone can complete all the content in a week by spamming it non-stop it is poor game design. A mmo must be unbeatable by both hardcore and casuals, if it is not is simply must be considered seriously lacking in content.
We hardcore are upset because we feel with no limit, the game will never have enough valid content... there for always be a game where it forces us to quit for months at a time waiting on content. This is an issue in many games, while it is ok for casuals like those you described who play a online game for a few hours a week. For a gamer it is simply not enough.
The limit does not have to be a time cooldown, link it to the company related activities or something. Make it like you need X company current to buy a token which lets you enter the dungeon or something. This makes you focus, makes you do all the content added, makes you not spam 1 thing non-stop. You know tie the various game elements together, was one of the great things XI did.
In the current form I can guarantee you this will happen. Cap level players will spam the crap out of the dungeons. If the drop rates are decent people will rage the content is a joke like the NMs are. If the drop rates are not decent... it will piss off the casuals and the hardcores will get burnt out form spamming it and quit anyways...lose lose there.
The main issues in the game are balancing the limiting factors... leves are main source of leveling so limiting those is bad, dungeons are endgame not limiting those at all means you spent 3 months of work for potentially 1-2 week of content..... that is really really bad.
The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access.
All reward and no work will lead to the game simply crashing and burning. SE has to imbue a feeling of true accomplishment into the game... or it simply stands no chance. Cheap thrills or unchallange material that simply rewards us for playing the game will not work.
Healer strike is ridiculously foolish and accomplishes nothing
This is what my post states, a time limit is not the best option. Do not limit it by time, but it needs to be limited.
From my post
"The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access."
Your views on hardcore honestly are irrelevant. But if someone can complete all the content in a week by spamming it non-stop it is poor game design. A mmo must be unbeatable by both hardcore and casuals, if it is not is simply must be considered seriously lacking in content.
We hardcore are upset because we feel with no limit, the game will never have enough valid content... there for always be a game where it forces us to quit for months at a time waiting on content. This is an issue in many games, while it is ok for casuals like those you described who play a online game for a few hours a week. For a gamer it is simply not enough.
The limit does not have to be a time cooldown, link it to the company related activities or something. Make it like you need X company current to buy a token which lets you enter the dungeon or something. This makes you focus, makes you do all the content added, makes you not spam 1 thing non-stop. You know tie the various game elements together, was one of the great things XI did.
In the current form I can guarantee you this will happen. Cap level players will spam the crap out of the dungeons. If the drop rates are decent people will rage the content is a joke like the NMs are. If the drop rates are not decent... it will piss off the casuals and the hardcores will get burnt out form spamming it and quit anyways...lose lose there.
The main issues in the game are balancing the limiting factors... leves are main source of leveling so limiting those is bad, dungeons are endgame not limiting those at all means you spent 3 months of work for potentially 1-2 week of content..... that is really really bad.
The solution is not to put cooldowns like leves, but to have some entree limiting factor like credits or a currency from doing other activities in game. That way while you can do them as much as you want, but eventually you have to do the rest of the game as well to continue to get access.
All reward and no work will lead to the game simply crashing and burning. SE has to imbue a feeling of true accomplishment into the game... or it simply stands no chance. Cheap thrills or unchallange material that simply rewards us for playing the game will not work.
While I do agree with your point, let's (everyone) do remember that These changes are just the beginning.
Wow, time to quit again.
It make items not rare. Like every thing else in this game. Which means everyone will have what they want in a month and there will be no reason to play.
Just like fatigue lengthened content, right? This is quite possibly, the dumbest thing I have ever read on this site.as I said in previous posts a longer lockout timer will lengthen content. Does it need to be a 24 hour timer? No of course not but 5 minutes and being ABLE to farm the dungeon 20 times in a day is a little excessive. Having more overall balance is better than being able to finish content in 1 week. No matter how bad the drop rates are there will be linkshells who have great luck on drops and they will be done before others. That is not balanced.
The game should not artificially extend content. The game should introduce NEW content when a sizable portion of the players have finished.
I would be fine with a 5 minute timer to re-enter if you have to pay some sort of toll or fulfill some kind of prerequisite to enter the dungeon, such as the beastmen seals in FFXI (de-aspected crystals?).
There is a great opportunity to get people to party or farm together to gain access to these dungeons each time, rather than just hand them out on a silver platter ESPECIALLY if there's a possibility of server congestion preventing so-many simultaneous instances.
Just not faction points, I hated that lol
http://doomvoid.guildportal.com
I do so hate losing my composure when it comes to irrational BS, but does anyone else read this as: "I can afford to dedicate so much time to this game that I should be among the few chosen elite to receive special items! And after I get them? Mission Accomplished. Game Over! F**k ally'all."
Firstly, what's wrong with valuable, useful items being obtainable by anyone willing to put in the work to achieve them? Furthermore, how can you possibly consider a mid-level grind dungeon reward something to get so bent out of shape about people other than you having that you'd quit? It's not a relic; it's a hyped up PVE BCNM. There weren't limits on how many BCNMs you could do if you were willing to put in the time to farm the seals either.
And even if you're right about the first part - after you get your items, why is the game suddenly devoid of content? Help other people get theirs, socialize, relax -- ... go outside? Engage a member of the opposite sex?
No wonder the devs never reply to threads like this; the "We Hardcore vs. The Casuals" bu11sh!t is the most obnoxious thing I've ever seen in my entire life as a gamer. Both groups: Grow up.
"I shall refrain from making any further wild claims until such time as I have evidence."
– Y'shtola
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