I agree with the OP. Especially on bosses like T9 where it feels as if you were fighting 4 different bosses in a row. It wouldn't be actually that bad if these bosses weren't merely glorified choreography to learn.
I agree with the OP. Especially on bosses like T9 where it feels as if you were fighting 4 different bosses in a row. It wouldn't be actually that bad if these bosses weren't merely glorified choreography to learn.
Last edited by Stanelis; 08-22-2014 at 06:01 AM.
You're basically saying screw the hardcore players who enjoy what little hardcore content we actually have... Let the casuals have it all. I don't think there should be any sense of "this is easy/fun" in high end top tier raid content. It should be as hard as it gets, and more than difficult enough so the casuals either need to shape up and get good or stay away.
I disagree. There should be content casuals can't do, and there should also be casual content hardcore players will never want to do.
Guess it applies here too....
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My two cents? Raiding used to be a lot less painful back in the day because you had to build the organizational skills to do raids from a very low level. Players would inevitably run into people they were compatible with during organized dungeon runs and by end game they had a firm social network to draw upon for raiding. It was just much easier to hook for raids with that kind of social situation than the kind FFXIV has brought to fruition.
The game's design is completely bipolar: It builds itself around ease of access and then leaves its players right at the door of a raiding environment they are ill prepared for both organizationally and relationship-wise. It's social anxiety and fear that have barred players from the content more than anything else.
Last edited by Fendred; 08-22-2014 at 06:08 AM.


You have discovered the issue every dev since Wow was released has been blind to. Funny how something so obvious is ignored.My two cents? Raiding used to be a lot less painful back in the day because you had to build the organizational skills to do raids from a very low level. Players would inevitably run into people they were compatible with during organized dungeon runs and by end game they had a firm social network to draw upon for raiding.
They let you solo all the way to level cap and then are surprised when people can't find raids.
EQ you were in full groups of 6 people most of your play time by level 5 or 10 at the very latest.
We were forming "raids" by level 20 just to do simple stuff like kill named deeper in some zones. 3-4 groups get together and clear down and fight those super hard bosses (that were meant for 1 group lol.. we were nubs at the time). Even outside of something like this formally being setup often groups would shout and help out each other in a zone for whatever purpose (Dvinn spawning in Crushbone anyone?)
Met my 1st real guild at level 14 or so in Unrest because of one of those "raids". Stayed with them up through the next 3 expansions raiding everything from original through low tier PoP.
But by the time we were in the 40's 50's (level cap being 60) We had guild alliances set up to gather and do raids on end game zone trash (trash often dropped semi raid quality loot as well in those days).
I had prolly lead and participated in 50+ separate raid nights by the time I hit level cap. And there was ZERO transition. We literally just did harder and harder targets from the 1st raid we stepped into.
Last edited by Zarzak; 08-22-2014 at 06:38 AM.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.
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