Results -9 to 0 of 520

Threaded View

  1. #30
    Player
    Tsuga's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    440
    Character
    Tsuga Lem
    World
    Balmung
    Main Class
    Conjurer Lv 70
    I think I'm a bit confused, do people think that coil is having its difficulty scaled because people complained about how difficult it was?

    Yoshida made it clear before A Realm Reborn even launched that ARR would be based on vertical progression, and that as new content would be introduced, old content would be scaled back to ensure that newcomers and first timers could progress to the point that everyone else is at in the game. The whole point of easing progression for turns 1-5 when turns 6-9 came out was to make sure that people did not end up in a place where all of their friends are running turns 7-9, or 10-13, and there was nobody there to play with them through turns 1-5.

    The game cannot sustain itself if people cannot progress. If the player base becomes too top heavy then easing of the old content ensures that the bottom is not too difficult to get through to join the rest of the community in the current content. By the same token if everyone is stuck at the bottom then it becomes impossible for SE to scale content so that it is consistent with where most of the player base is at. In the second scenario it also becomes a case where the story within the difficult content becomes something that can only be referenced to one group of players.

    2nd Coil is 6-7 months old. It was always in the plans to reduce the difficulty, remove the lock out, and add it to duty finder, exactly the same as 1st coil, exactly the same as the relic and zodiac quests, exactly the same as old dungeons that nobody runs anymore such as amdapor keep. This decision was not driven by players, it is purely part of the development road map for ARR.
    (6)
    Last edited by Tsuga; 10-25-2014 at 01:18 AM.