It doesn't make sense. A lot of things in this game don't make sense. This is just a trivial matter.I was just saying................. All my friends are going to ride the ship, that was meant to be hypothetical. I can't deal with something that doesn't make any one bit of sense. I see that noone can shed light on this matter. Please some one, for the last time how does 1=10000000000000000000000000 taking off at the same time make sense and arriving at different times.
If your gonna string around with semantics I don't have much to say to you.
Yes Ninja Gaiden is the harder game, despite it being shorter. But if your going to string along with semantics it is technically harder to take a 5 minute airship ride than it is to insta port as well, because of the time involved. Mind you this is infentecimal but if your going to string me around with rediculous logic like this then I'll follow suit.
What the point of this train of logic your going on I don't have a clue. I don't remember flat out stating that "Length = Difficulty" I may have said it about walking versus porting...but thats the point it's in Context where I'm using it. Bringing up a random out of context situation is the most rediculous way to disprove someone I have ever seen.
You can twist someones words easilly in that situation and take them totally out of context. If your blind you might not see my arguments stem farther than just the airship, it was just the jumping off point for a much larger debate. If you think I'm talking soley about the airship...I don't even know what to say.
Great then longer does not equal harder. So moving on an insta airship does zero to the game. We should not look for duffculty in travel times we should look for it in battles. after the ogre battle i really think SE understands this.
Personally I'd rather them focus on making the trip to the ogre a little harder, loose the stupid time constraint and make it so you need to actually fight your way to the ogre. Speed runs just help promote excluding certain class combinations or people who don't have 8 rank 50's for all the required skills.
Your comparison is true, albeit superficially.Your comparing two different things, two different games that require two different skill-sets.
Walking Vs Not walking are the one thing, and the lack thereoff. Walking requires much more effort than not walking, I'm not saying it's "Hard" but it does pose a challenge. I don't have to spin any logic, it's the truth walking is harder than not walking "Spin that logic"
What was posted, while two different games, still provide a contrast between two games that require the same mechanics at it's base. Defeat enemies (targets) while avoiding enemy attacks (resource management) in order to progress by utilizing reactionary impulses and motor skills (almost said hand eye but I've seen a guy play Fallout: New Vegas with his face. Gives a whole new term to face rolling).
They are only different in aesthetics and theme.
Ninja Gaiden requires you to utilize your reactionary impulses significantly more efficiently than Ratchet and Clank and the outcome (end result) is more heavily dependent on the users manipulation of the controls more so than Ratchet and Clank. One utilizes timesinks and other non goal oriented content in lieu of motor skills as replacements for substance.
Choosing to wait on an airship, while choosing to skip an airship cutscene require the same amount of user input, motor skills, and logic, in terms that are considered in ways that are substantial to XIV's difficulty this is true. In other words neither option offers more substantial content than the other. One is less time constrictive while the other requires time (timesink).
So while your example is true, it doesn't apply to XIV in any substantial way. There is no resource management, progression, or risk reward scenario introduced. By no means should the leisure time be taken away.
To look at our games comparison from before for instance, different demographics prefer the laid back atmosphere of Ratchet and Clank to the jarring visuals of Ninja Gaiden. Both options should be available for users of different skillsets and pursuits but to advocate the premise that waiting on an airship is more difficult than just choosing an instant option is akin to saying that a purified 20oz. bottle of Evian would help dilute the oil in the Gulf of Mexico.
Even then that doesn't mean that the 20oz. bottle of Evian is useless. It's just not applicable to the task at hand.
I have yet to see a strong premise that's in support of removing the option for players to choose whether or not they want the airship ride to be instant or longer.
Good day.
Last edited by Rhomagus; 09-10-2011 at 01:32 PM.
I'm riding the ship because it's there when I run out of anima.... is that such a bad thing?
wow great post you are awesome and you think like a human. And you said everything i was trying to say. You sir are awesome.Your comparison is true, albeit superficially.
What was posted, while two different games, still provide a contrast between two games that require the same mechanics at it's base. Defeat enemies (targets) while avoiding enemy attacks (resource management) in order to progress by utilizing reactionary impulses and motor skills (almost said hand eye but I've seen a guy play Fallout: New Vegas with his face. Gives a whole new term to face rolling).
They are only different in aesthetics and theme.
Ninja Gaiden requires you to utilize your reactionary impulses significantly more efficiently than Ratchet and Clank and the outcome (end result) is more heavily dependent on the users manipulation of the controls more so than Ratchet and Clank. One utilizes timesinks and other non goal oriented content in lieu of motor skills as replacements for substance.
Choosing to wait on an airship, while choosing to skip an airship cutscene require the same amount of user input, motor skills, and logic, in terms that are considered in ways that are substantial to XIV's difficulty this is true. In other words neither option offers more substantial content than the other. One is less time constrictive while the other requires time (timesink).
So while your example is true, it doesn't apply to XIV in any substantial way. There is no resource management, progression, or risk reward scenario introduced. By no means should the leisure time be taken away.
To look at our games comparison from before for instance, different demographics prefer the laid back atmosphere of Ratchet and Clank to the jarring visuals of Ninja Gaiden. Both options should be available for users of different skillsets and pursuits but to advocate the premise that waiting on an airship is more difficult than just choosing an instant option is akin to saying that a purified 20oz. bottle of Evian would help dilute the oil in the Gulf of Mexico.
Even then that doesn't mean that the 20oz. bottle of Evian is useless. It's just not applicable to the task at hand.
I have yet to see a strong premise that's in support of removing the option for players to choose whether or not they want the airship ride to be instant or longer.
Good day.
All he does is spin and thats why i can not debate with him.
Also you are correct there is no reason to not have BOTH options.
It is a good day after your post.
You are aware that you are speaking of two totally different games correct? The option for people to play either will always be there while still being able to individually catter to the likes and needs of that games player base.
MMO's are like any game, they can't catter to everyone. Just because of the nature of the expansive content they get some leeway but in the long run they need to know where they are focusing, being willy nilly on wether you want "Casual or hardcore" (I hate the terms personally) Has killed many MMO's due to their being certain situations where you can't play off the "Win win for everyone!" card.
You can't have challenging and rewarding content without the casual players feeling left out because they don't have the time to.
A: Reach that level
B: Reach the content
C: Time to invest in the content.
You can scratch out all of these requirement by making leveling fast, content easy to get too, and quick to complete but then your snubbing out the players who want substantial content with great rewards that take effort to do. A few things like the airship can get a mulligan or two but eventually the line in the sand will need to be drawn to whom the developers are going to take care of the most.
Hardcore players who are less in number but have a higher chance of staying with a game for years.
or
Casual players who are more in number but are quick to abandon the game for the next "Flavour of the month" if you can't pander to them.
Just because WoW can do it (This is arguable as well due to the substantial drop in subscribers sense the last expansion) doesn't mean everyone gets a miracle product that flies off the shelves for no good reason. You can't try and catter to both audiences without alienating them both it's a dangerous game to play and I'd prefer they don't try to dance around that line with the pressure they are allready under.
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