I totally disagree with you read Krylo's post. Because that's the reality of this game.This game has no sense of risk vs reward and it never will.
I wish Yoshi-p and co. could find a balance, but it has never really existed in this game. I have always said this game would slip into a state of relevance similar 'hello-kitty: island adventure."
The only content that has any bite is savage and even that was just a huge over step this expansion.
Given a few years, I seriously expect this game to consist of a story-mode single player experience existing inside a glamour lobby where you occasionally queue for some sort of mindless group content... oh wait


I did before my post and I disagreed with it.
The open world was never dangerous, even at the start of the expansion, before people were ever even ilvl200. Monsters are always tethered and we have flying as well. It's not hard to escape danger and most monsters are just HP sponges. Nothing in this game will ever have a true sense of risk vs reward.
The other half of the post was just more casual-hardcore finger pointing prattle.
Last edited by zosia; 12-07-2015 at 04:35 PM.
Well guess you didn't get the letter this game was made mostly for casuals with some hard core aspect's. Like Krylo said people who play games these days are in their 30's with jobs and families. The way the game is now is what they want it to be. If you want a more hard core game then I guess this isn't the game for you. Because I doubt se is gonna change the direction they want this game to go. Besides alotta people must love the way the game is for this game to be winning awards.


I never said it wasn't. We only have one hardcore aspect btw.
Conjecture and a really meaningless point. Jobs and/or Families, it's all subjective, most people live busy lives. I lead a busy life and still managed to raid. It's an excuse, not evidence to support some point.Like Krylo said people who play games these days are in their 30's with jobs and families.
Yeah, awards are not going to save this game from bleeding subs. I don't know if you have noticed, but the latest estimates on active players don't paint a pretty picture. This game is not as vastly popular and growing wildly like some would like you to believe. 3.0 and 3.1 have been disappointing players right and left and you think SE is going to not consider changing directions? If they get rid of the two tiers of difficulty like was mentioned in the live letter, the second installment of alex easy mode will probably get scrapped. SE is more than willing to change the direction of development to favor a more difficult approach to content. There is plenty of evidence to support that.The way the game is now is what they want it to be. If you want a more hard core game then I guess this isn't the game for you. Because I doubt se is gonna change the direction they want this game to go. Besides alotta people must love the way the game is for this game to be winning awards.
All I really said, outside of hyperbole, was I wish SE could find a balance. I guess a balance to you means I am asking the entire game embrace risk vs reward. I like to think in a few more shades other than black and white, so excuse me if I tell you to get off your high horse. There is a happy medium between the mary sue experience we have now and what MMOs used to be. A balance would be nice.
Last edited by zosia; 12-07-2015 at 05:10 PM.



Its winning awards because its final fantasy, and Sony is milking their success because their giant doorstopper actually has a hit seller, mostly by title (same as ff13). Btw, I consider myself a casual who plays for 6+ hours or more and doesn't delve too far into savage mode or raids because theirs barely any tolerance for new players where I am.Well guess you didn't get the letter this game was made mostly for casuals with some hard core aspect's. Like Krylo said people who play games these days are in their 30's with jobs and families. The way the game is now is what they want it to be. If you want a more hard core game then I guess this isn't the game for you. Because I doubt se is gonna change the direction they want this game to go. Besides alotta people must love the way the game is for this game to be winning awards.
The game is going to stay pretty simple with little to no effort in the main story challenge aspect. If SE ever does give the main story or include a mode with a risk factor I'd be really surprised but how the game is built doesn't seem like it would do much right now other than annoy some people who cant play their subscription based game for more than 3 hours... I don't even. just play a cellphone game if its that time consuming for you. Justa suggestion, maybe the new kingdom hearts game.![]()
Last edited by Kurogaea; 12-07-2015 at 05:00 PM.
It's not time consuming for me fortunately. I have more then enough time on my hands then I know what to do with. Was just saying to those who want this game to be more hard core doubt it will ever happen.



The first thing that needs to be fixed is the gear progression. Not talking about how weird it looks, the rewards are too big. If the gear was not so much stuffed with stat points, the monsters would retain their threat level longer.
Basically the skill vs gear ratio should be moved sligthly more towards the skill. Instead of using weekly lockouts and exploiting the stat game to force players to play longer, it would be better if hard content in bad gear was harder... and not impossible like our beloved dps checks love to do.



I'll have to disagree. In a reddit post, I'll link if I could find it later, there was a statement by Yoshi that if dungeons were to be more complex they'll make more optional raid like dungeons (4-players) just for those hardcore players. Alot of my buddies who have jobs and families of their own with little children and grandkids are casual players (I don't even know what that word means anymore) even said that dungeons were too straight forward with no to little diverse paths and are uninteresting, well except for looks, duh :/. So there's my 2 cents for more innovative content that focuses on core gameplay. Maybe risk factor would be mentioned at some point in the future for some new mode or something.
This is why I put 'hard' in half-quotes. Fact remains that people were complaining about them being annoying and/or difficult for awhile after expansion launched and very few--if anyone--was talking about the open world being too easy. But now that we're rolling ilevels of ~200 on average, 50 higher than when we hit sixty and entered fractal, we get the first thread about how the open world has to be harder, because all the mobs get burst down in 5 GCDs, as if they were supposed to launch with enemies that are hardly beatable by people in 210 gear before 210 gear was even attainable.The open world was never dangerous, even at the start of the expansion, before people were ever even ilvl200. Monsters are always tethered and we have flying as well. It's not hard to escape danger and most monsters are just HP sponges. Nothing in this game will ever have a true sense of risk vs reward.
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