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  1. #11
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Deithwen View Post
    I wish more people had that way of thinking ^^

    There was a post about dps gap at the end of HW between good and bad players, the dev team tried to reduce that gap in stormblood with the removal of skills, job gauges etc. Yoshida admitted it failed and the gap is still here, maybe even wider now.
    I hope they will realize a parser is needed for one to improve properly, as it provides the right tools and feedback.
    My opinion on the huge skill gap is that it has nothing to do with parsers and everything to do with how the games difficulty curve is basically a flat horizontal line. If you can clear yam tara at 15 you can clear ala mhigo and omega normal at 70 basically. Normal mode raids are super trivial. Same goes for trials. 99% of content is 1 long horizontal line of difficulty. With maybe a slight hiccup around the royal menagerie. but that was only tricky because many players tried to do it without there 70 gear.

    Then it's suddenly a sheer verticle cliff when you enter an extreme trial or savage raid. And most players are stood right at the bottom of it.
    (Please excuse my super awesome ms paint skills)

    the skill gap between players is huge. and players wonder why most party finder groups for these contents are all "no bonus" because players haven't even begun to climb yet.

    So what the devs then did in order to close that skill gap was make raids easier with creator and omega. They didn't help players at the bottom up that cliff at all. All they did was take the top off the cliff. So instead of that cliff being 1000m metres high. It's now only like 750 metres high. But the players are still right down there at the very bottom.

    However the skill gap between players is still huge. as the top teir players are not only at the 750m but even higher up than that. (especially with ultimate now) while the rest are still stuck at the bottom of that massive cliff. What the devs essentially tried to do was bring the top players down rather than help the bottom players up and that's why it failed. The top players found the raids so easy they managed to push even further away from the bottom players. (again ultimate)

    If the devs really want to close the skill gap then what they need to do is ramp up the difficulty curve as the game progresses and bring the bottom players gradually up. kind of like this.

    In doing this when players do get to the point of the game where they can unlock and enter an extreme primal or savage raid. They'd already be maybe 800 metres up that 1,000m climb. and thus the hurdle they need to clear would be that much smaller. So the skill gap between players would then be typically 200 metres.

    However currently the skill gap is basically the full 1,000 because the difficulty curve is a horizontal line. something like this would also go along way to eliminating the "super toxic no bonus culture" that many players complain about. saying they cant get clears because nooone wants bonus in there farm parties yada yada. I think more players would be more willing to accept bonus players if they were 800m up the curve rather than 0 metres

    but the devs are afraid to do this for fear of losing players even though they're already losing millions because the game simply isn't rewarding because of it's ease in 99% of the content. 10 millions players they said. but the recent census thing suggests less that 8% are active..

    Once again I apologise for my ms paint skills.
    (14)
    Last edited by Dzian; 12-07-2017 at 10:15 PM.