I'd like to see this implemented as well--not because I hate playing with other people, but because I don't care for the idea of having to skip cutscenes all the time because I'm a relatively new player and everyone I'd be grouped with is in too much of a hurry to let me see the story in context (watching them in the inn after the fact just isn't the same). So yeah, I'd be all for solo versions of group content with major story implications (Castrum, Praetorium, even Coil)--as the OP said, simplify the mechanics to make the fights soloable, but remove the loot so there's incentive to do the group version afterwards. Plus, it'd make Coil potentially doable for low-to-mid-tier players like me who only want to do Coil for its story, and the elite players wouldn't have to deal with "filthy casuals" like me messing up their runs just to see the story. While this would potentially be tricky from the devs' perspective (the only REAL reason I can think of for not doing this), it'd be a win-win from the players' perspective.
While I do not agree with the thinking any and all group Content should be calibrated for solo play in a game that is pitched as
"WHAT IS FINAL FANTASY XIV?
Take part in an epic and ever-changing FINAL FANTASY as you adventure and explore with friends from around the world." (the lodestone).
The easiest and least resource (ie Devs time) would be to add an option to NOT level/ilevel sync to a specific instance and then allow for 1-4(8) players to enter said instance.
I play these games with an understanding that I agree to deal with what the devs designed, if I do not like it (swg:nge anyone) then I leave and not reward the game with my money. I do not expect any game to morph to my demands.
Last edited by Zplinter; 05-29-2015 at 03:24 AM.
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