Last week I spent 9hrs in total reforming endlessly due to people unable to handle the final phase of Turn 6.
Inconsistency and make-or-break situations when compounded with varying skill/gear/knowledge makes the only endgame raid exceedingly difficult for pick-ups.
How do you spend 9 hours in a week raiding but your schedule doesn't allow for a static?
And you keep complaining about players bring unable to handle the mechanics, but this whole time you've been playing you haven't met ONE single player that you thought was good enough to try playing with again? You've never thought to add competent players to your friends list or perhaps a linkshell?
Flexible, unreliable or just plain volatile scheduling at a workplace is a likely culprit.
Anyway, why the hell are we bringing up everything else in the game and therefore saying a critique of a poor raiding structure is irrelevant? The game very clearly has raiding as a feature, therefore it should be as fleshed out and functional as any other feature in the game.
I've been in both situations really.
I've been with pugs that one shot everything, I've wiped for countless hours with static.
I've also been one shotting everything with pugs, or wiped for fourteen straight hours on Turn 4 of BCOB 1.
As you go along, as you teach more people.. the larger the pool of people you can play with. You might think it's insignificant but as you go you kind of recognize the players who want to improve and who just complains and be a jerk about how life has been treating them.
Oh yes, let's leave a full static that is consistently getting to the last phase in T9 so we can fill in an open spot for another static that is still recruiting and working on T8 IF they manage to get there every week with a majority of the group being different pugs. IDC how much I like that other player, I wouldn't even try to convince them to do that given the loss they would take.
What part about this do you not understand? Or do you just like to insult random people on the internet?
Great post Dhex. Agree 100%.the content is not varied enough and the group sizing is too exclusive and it's bred a community of separation and isolation. Why else would people complain? There is obviously a gap here that grows wider with each successive update and the developers as yet have failed to address it.
That is not acceptable...
Square has left a good chunk (and I won't make up a community-wide statistic here this is from my own observations) of it's player-base hanging.
It's not fun to spend hours and hours with different shuffles of random people of various levels of skill/progress/knowledge/gear trying to just clear a single boss fight.
I'll also note here that it is very likely not fun to spend a single hour a week on relevant endgame content. Being able to run it multiple times to help, teach, and practice would probably be welcomed by most players. The issue of drops and players progressing too quickly is a bit of a moot point in the grand scheme. Gear itself is not fun - playing the game and beating the fights is the fun.
Raiding should be more than what it is - and it should be more accessible either via tiered difficulty or repeatable runs.
@ Dev Team: Please consider the feedback being discussed in this thread for future content.
Yes, it ties into larger issues of how much content you can produce at once, your own choices about a stark Vertical Progression style, Limited Stats / Gear Options and more, but the bottom line, core issue is what Dhex and others are saying:
* Your End Game Structure does *not* promote Community or a sense of being able to HELP OTHERS (anyone outside a Static (if you were lucky enough to have one)).
This is only going to get worse and worse if you continue down this path.
We'd just like to see FF14 become a better game.
Thanks!
Raid fights are fine. They need to separate Normal and Savage however. Make it more like WoW's Normal/Heroic raid system. Create stronger incentives to do Savage like better gear instead of just simply a title. Right now many T9 winner groups don't even look at Savage because they believe a title alone is not worth the hardships it brings.
As for weekly lockouts. If you can find a better solution that doesn't involve the loot becoming RNG and people beating it much...much faster, to the point that developers cannot keep up, then I would love to hear it. Yes, looking at it from the outside, weekly lockouts are a bummer, but it is a necessary evil. It isn't that a better solution doesn't exist, but the suggestions I have seen have more negative aspects than positive for the game in the long run.
Now to sit back and wait for the hate for suggesting something from WoW.
Last edited by Velhart; 09-05-2014 at 01:44 AM.
Yes, and they are in a Static with seven other friends. Never mind, let me just tell you what you want to hear since I'm assuming the way you think is the only way to think now -
Oh man, you got me. You win the Internet.
Is it? Please tell us the answer so we can all change our way of thinking to match your superior opinion.
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