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  1. #1
    Player
    Ibi's Avatar
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    Ibi Risasi
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    Quote Originally Posted by Kaurie View Post
    I would say that generally speaking hardcore content has a trickle down effect on two types of players. Casual/crafting type players make gear/food/potions etc which then sell for more via markets from hardcore player demand. Midcore raiders tend to look up to hardcore and aspire to be on that skill level - I know there is one guy in my raid who during coil would post these Lucrezia speed clears on turns that we were working on clearing.
    It's probably impossible to quantify how much of an effect this "trickle down" has, if it even has one.

    What's the actual economic impact of hardcore raiders on the non-raiding population? Could a similar economic impact be generated simply by having a larger pool of less-hardcore raiders?

    How many of the people who "look up to" or "aspire to be" raiders like the top groups:
    - keep playing based on that, when they might otherwise have quit?
    - continue to raid based on that, when they would otherwise have given up?
    - actually change anything they do in the game, based on that?

    Would the person in your raid group who watches videos of Lucrezia speed clears have stopped raiding if those videos didn't exist?

    Quote Originally Posted by Velhart View Post
    Should ask the people who are able to clear raids before the next horizontal patch hits.
    That would fall squarely into the category of anecdotal comments that I mentioned, rather than actual evidence.

    Besides which I've been a part of that group at various times, both in XIV and other games, and I think that at best it's an unproven premise that you absolutely need to have ridiculously difficult content that only the upper echelon of players will even see in order for an MMO to be successful.
    (1)
    Last edited by Ibi; 01-16-2016 at 01:53 AM.

  2. #2
    Player Kaurie's Avatar
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    Kaurie Lorhart
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    Leviathan
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    Quote Originally Posted by Ibi View Post
    It's probably impossible to quantify how much of an effect this "trickle down" has, if it even has one.
    It is virtually impossible without removing it. As an environmental scientist, I view this as an ecosystem where every aspect is interconnected whether it's immediately apparent or not. If you remove one aspect of it, it has trickle effects that would be impossible to predict. If there is one thing I think human's (should have) learned by now with all of the environmental degradation we have done is to not mess with ecosystems. Here is an interesting story of unexpected consequences:

    “In the early 1950s, there was an outbreak of a serious disease called malaria amongst the Dayak people in Borneo. The World Health Organization tried to solve the problem. They sprayed large amounts of a chemical called DDT to kill the mosquitoes that carried the malaria. The mosquitoes died and there was less malaria. That was good. However, there were side effects. One of the first effects was that the roofs of people's houses began to fall down on their heads. It turned out that the DDT was also killing a parasitic wasp that ate thatch-eating caterpillars. Without the wasps to eat them, there were more and more thatch-eating caterpillars. Worse than that, the insects that died from being poisoned by DDT were eaten by gecko lizards, which were then eaten by cats. The cats started to die, the rats flourished, and the people were threatened by outbreaks of two new serious diseases carried by the rats, sylvatic plague and typhus. To cope with these problems, which it had itself created, the World Health Organization had to parachute live cats into Borneo.”
    (3)

  3. #3
    Player
    Ibi's Avatar
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    Ibi Risasi
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    Quote Originally Posted by Kaurie View Post
    It is virtually impossible without removing it.
    Which it sounds like SE are going to do in 3.2, and it'll be interesting to see the results.

    My suspicion is that even if every single person that's cleared A4S to this point clears A8S in the first two weeks and quits because they have absolutely nothing else to do (which would say as much about the non-raiding content available, or lack thereof), the impact on the economy will be negligible and you'll actually end up with a higher percentage of the players tackling and succeeding in Savage that you have now.

    But that's just my feeling, and I have no data to back it up, so I'm not going to try and claim that it's "common sense" (or anything similar) that that will be the outcome.

    However, a lot of the damage that's been done may be irreversible. There are likely players who quit based on the difficulty of Savage (who would have stayed around if it had instead been at Coil difficulty and they'd been more able to make progress) who won't come back regardless of how difficult Midas is.

    On top of that, you likely will lose some hardcore players due to it being too easy. If Gordias had been at Coil-level difficulty, you might still have lost those players, but now they're going to lose them in addition to the group they already lost by alienating them with Gordias' difficulty, rather than losing them instead of that group.
    (1)

  4. #4
    Player
    Alahra's Avatar
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    Alahra Valkhir
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    Quote Originally Posted by Ibi View Post
    On top of that, you likely will lose some hardcore players due to it being too easy.
    I'm not so sure of that. It's not as though the hardcore players didn't do Coil of Bahamut in ARR even though it was midcore. Hardcore players will engage with content that's below their preferred difficulty if there are significant incentives for doing so, the content is challenging enough, or if they like other aspects of the game, which still allows for some of that "trickle down" effect to occur.

    On the flip side, midcore players won't "step up" to content that's too challenging (which is what we've seen with Savage) the same way that hardcore ones will "step down" to content that's less challenging than they would like (as long as, again, it's still challenging enough).

    I don't know how significant the loss of players was when it came to FCOB being "too easy," and Midas is going to be somewhere in between SCOB and FCOB (at least, that's what they're telling us). Given that a lot of the raiding community saw SCOB as the pinnacle of the game's raiding content, I think aiming for somewhere in between Second and Final is likely to be the best compromise the developers can make between midcore and hardcore focus.
    (3)
    Last edited by Alahra; 01-16-2016 at 02:39 AM.
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  5. #5
    Player
    Velhart's Avatar
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    Velhart Aurion
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    Quote Originally Posted by Alahra View Post
    On the flip side, midcore players won't "step up" to content that's too challenging (which is what we've seen with Savage) the same way that hardcore ones will "step down" to content that's less challenging than they would like (as long as, again, it's still challenging enough).
    This is hard to give a definite answer to. I would be interested to see how hard Savage would of been to approach if midcore players had something more FCoB level before hand. The mechanics in general would be familiar at least.
    (0)

  6. #6
    Player
    Alahra's Avatar
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    Quote Originally Posted by Velhart View Post
    I would be interested to see how hard Savage would of been to approach if midcore players had something more FCoB level before hand.
    They sort of did. AS1 and AS2 were comparable in difficulty to FCOB once you had the gear to clear them. It wasn't a full raid tier, but there was at least something there. The gap between FCOB and Savage difficulty was probably too big. If AS1/AS2 had been more in line with SCOB's difficulty, it's possible that some groups would have been better prepared for the jump to AS3, but it's really hard to say.
    (0)
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  7. #7
    Player
    Ibi's Avatar
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    Ibi Risasi
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    Quote Originally Posted by Velhart View Post
    This is hard to give a definite answer to. I would be interested to see how hard Savage would of been to approach if midcore players had something more FCoB level before hand. The mechanics in general would be familiar at least.
    Based on the WoW numbers, where they have the two intermediate difficulties and see similar levels of player engagement, I suspect it might not have made a huge difference. That's something I'd like to be wrong about though.

    Unfortunately, I don't think it's practical even with a much larger development team (if it's even possible) to get small enough gradients to get people from where Alexander Normal is to where Alexander Savage is. Even more so if you're doing it by repeating the same fights multiple times at slightly higher difficulty each time.

    It'd be interesting to know how many people who couldn't beat A3S prior to having weapons from Thordan extreme obtained them and went on to beat A3S.
    (2)

  8. #8
    Player
    Alahra's Avatar
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    Quote Originally Posted by Ibi View Post
    It'd be interesting to know how many people who couldn't beat A3S prior to having weapons from Thordan extreme obtained them and went on to beat A3S.
    I'd imagine it's "not enough," judging by Yoshi's comment about item level not being enough to help with the DPS checks. It's possible Thordan was just too little too late though—I'd imagine some groups that had been at the AS3 wall for awhile when 3.1 dropped had already given up out of frustration. If the weapons had been available earlier they might have been able to have a greater impact than they seem to have.

    Quote Originally Posted by Kaurie View Post
    Once mid-core groups get there, they can get away with not having food/pots, as they are generally geared well enough to make the DPS checks without them.
    I'd say a lot of midcore players still buy them, too. Hell, when my static cleared FCOB, we beat the DPS check at the very literal last second. Bahamut's final attack (was it Terraflare? I don't remember) finished its cast bar, the animation played, and then we got the fade to black from the last bit of his health ticked down. We wouldn't have done it that night if it weren't for food and pots.
    (2)
    Last edited by Alahra; 01-16-2016 at 03:19 AM.
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  9. #9
    Player
    RiceisNice's Avatar
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    Quote Originally Posted by Alahra View Post
    I don't know how significant the loss of players was when it came to FCOB being "too easy," and Midas is going to be somewhere in between SCOB and FCOB (at least, that's what they're telling us). Given that a lot of the raiding community saw SCOB as the pinnacle of the game's raiding content, I think aiming for somewhere in between Second and Final is likely to be the best compromise the developers can make between midcore and hardcore focus.
    It's hard to make a direct comparison because of the circumstances between FCOB being too easy, and Alexander Savage being too hard. In the case of FCoB, it was the only difficulty for that raid tier. and SCoB savage was still present at the time. There's also a variety of content at the time to suit people outside of raiding; those who didn't have a static could do the 24mans, PF their primals, DF old coil, among other things. Those with statics could tackle FCoB at a comfortable level when it was still relevant, and still have the option to do so by clicking off echo. The hardcores would rush for their world firsts, and at the time SCoB savage was still available to them as well. I mean I could also argue that SCoB was relatively much, much harder and unforgiving than FCoB before the nerfs, to the point that I'd almost consider it to be "hardcore" due to the amount of coordination needed to get through something like T7.

    For people who didn't do coil even when it was DF accessible, it's a different problem altogether; Why were they not doing coil despite it being accessible on DF with echo (which essentially trivializes the fight)? And what do the clear numbers in general mean? What about in the case of Alexander? Getting clear rate numbers is tricky because only developers can truly get the solid numbers, versus player-made census that can only really go by achievements (if they have public display enabled) or items (which is tied to redeeming from achievement or winning a roll).
    (1)
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  10. #10
    Player
    Alahra's Avatar
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    Alahra Valkhir
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    Quote Originally Posted by RiceisNice View Post
    It's hard to make a direct comparison because of the circumstances between FCOB being too easy, and Alexander Savage being too hard. In the case of FCoB, it was the only difficulty for that raid tier.
    You can't make a direct comparison, no, but the point was just that, in general, hardcore players will still do somewhat easier raids, while non-raiding/midcore players often won't step up to the higher ones. We didn't have significant player bleed around the time of FCOB due to the raid being easier than SCOB/SCOB (Savage), so I'm not sure we'll see a notable loss of players over the lowered difficulty of Midas relative to Gordias, either.

    It's possible we will, but even if we lost every single player that cleared Savage, that's only perhaps 5% of the population or so (at most) which isn't large enough that it would be unable to be recovered from so long as the game continues to grow.
    (1)
    Last edited by Alahra; 01-16-2016 at 03:26 AM.
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