add me on battlelog. coreywaslegend. let's shoot baddies who can't kill ifrit.
smiley7890 on battlelog.
I'm bad, but Ill admit it and work on it.
I wont petition DICE to make the game easier.
Add meh!
I'm sorry do you want to play World of Warcraft? I hear they are still accepting new players. It is a bad system, it doesn't matter if people still play the game not everything from WoW is a shining example of good design. People complain about Hard modes constantly in WoW. It was a cheap excuse for Blizzard to put a timesink in endgame and it ruined a great deal of the fun those encounters could have been because everyone had to do it on a crappy version first.You're right. I guess that's why they stopped it after Ulduar and didn't carry the concept on to the remaining raids of that expansion, and why it was completely excluded from Cataclysm, and why the upcoming expansion isn't having hard modes available from day one...
...Hey, wait a minute...
But hey if you want to turn this game into an extreme gear grind with no soul or enjoyment go ahead... oh wait no please don't! I don't want that and I (will be) a paying customer too. I like challenge in my games, and I like the feeling of accomplishment of beating a tough fight with my friends. Not beating a fight on varying levels of difficulty while I gear up and practice for a slightly tougher version of that same fight....
Done and done. xPhantomGunx
Sure there was; it was called Normal Mode, and it was tuned to be beaten by the same endgame players as the hard mode. I'm not saying that the OP shouldn't have to level other classes to clear content (he totally should), or that he should be able to get lesser Ifrit weapons from an easier version of the fight (he totally shouldn't), though I do think there's merit in having a normal mode for the majority to at least see whatever cutscenes will await them at the end of this kind of content (though I'm not sure Ifrit hard has anything like that; our LS is still on attempts), and a hard mode version for the people who want that extra challenge and some bitchin' weapons.
I guess that's why no game in the world offers various difficulty levels of the same content.... oh wait never mind.But hey if you want to turn this game into an extreme gear grind with no soul or enjoyment go ahead... oh wait no please don't! I don't want that and I (will be) a paying customer too. I like challenge in my games, and I like the feeling of accomplishment of beating a tough fight with my friends. Not beating a fight on varying levels of difficulty while I gear up and practice for a slightly tougher version of that same fight....
What don't you understand about the fact that difficulty options does affect everyone.
So I'm strugging with your Dzaemael Darkhold 2.0 which has 5 difficulty options.
- Being in an endgame shell we try the 5 Star version first.
- We die.
Now do we:
- Do the incredibly easy dumbed down versions developed for Casuals which drops gear that is "slightly less powerful" than the rank 5 version but still better than what we have giving us an edge in the fight?
- Keep bashing our heads against the wall on the fight because we are "hardcore" and we don't have to do the casual versions.
Most people are going to choose option 1 because despite the fact that they may feel a sense of "accomplishment" going for the hard kill first, this other route is much easier and therefore it is irrational to waste everyone's time just so you can feel some ultimately useless "accomplishment". By the time most shells do kill the "hard version" that accomplishment and excitement they might have felt has been ruined by all the other versions.
How about instead they give us alliance content which is always difficult (since most anti-challenge casuals complain about getting together 18+ people too), and give you semi-challenging group dungeons with maybe one or two challenging single group encounters every now and then.
Or if that is still too much of you spam events like Conquest/Besieged where you don't really have to contribute at all. Why do you have to infringe on our content and try and change it to fit you, you would throw a fit if we tried to make the entire game more challenging for example like reintroducing Maat so that everyone has to kill him to reach a new cap
Edit: <aybe they took Maat out of FFXI since I quit or dumbed it down (like they did just about everything else), but originally he was a very tough solo fight *for some classes* that everyone had to complete to reach level 75.
Well, about Option 1, I was thinking that most gear drops would be un-named, non-unique. Only unique, superior drops and chest loot would be found in the top tier version. This ensures that the system is balanced. And I would go for a two or three-rank system instead of five, because with three ranks, you have a smaller workload as a game developer in designing the loot tables for the three difficulty versions (NG equipment, NG+1 Equipment, and Unique Equipment).
And no, Maat is still in, and holy f*ck does he still kick ass.
About Besieged/Conquest, I had to contribute a f*ckton to ensure I could get a decent payoff. Sitting around got me crappy rewards. I don't play XI anymore though. Quit before the cap got raised for the first time after 65.
Also, the sense of accomplishment thing? You're right. That has the potential to to be a buzzkill. Which is why I'm thinking, should we make the variable option feature be a delayed feature? That is to say, it becomes available about 2 months after the content's been implemented.
Example: Square releases a Garlean Empire dungeon, Rank 50 content. The only difficulty mode available at first is Hard. After the first party on that World beats it, a two-month timer is initiated. At the end of those two months, "Standard" difficulty becomes available.
Last edited by SilvertearRen; 11-02-2011 at 01:35 PM.
MMO's didn't used to that's for sure because it doesn't make sense.
It makes sense in a single player game because the player is controlling his own version of the game and that is all they come into contact with.
In an MMO you are playing on a virtual world with other players, if you give an easier route to the same goals then it is irrational for anyone to seek out a challenge even if one is added.
Put in a hard mode and an easy mode for every dungeon and unless the hard mode is not actually hard at all watch as everyone goes and does the easy mode first, gears up and then does the hard mode (unless like with Ifrit you make the easy mode not have any drops whatsoever, which I'd be totally fine with).
I just don't want to have to do tiered versions of the same fight as part of some warped single encounter gear progression like in WoW because that is a horrible and lazy game design.
I don't mean to sound like "GIMME ATTENTION" but I really would like a response to this from the OP.The OP wants a scaling difficulty setting so that casual players have a chance to beat Ifrit, at the expense of not being able to get drops.
That being said, I disagree. Yoshi wants a balance between hardcore and casual. This does not mean make all the hardcore fights scaled for casual players.
It means having casual content and hardcore content.
When you make the hardcore content scale on a difficulty slider, then it takes away from the hardcore community because really, not everyone should be able to do that content unless they are dedicated enough.
Balance between Casual and Hardcore does not mean Hardcore with difficulty settings.
What is wrong with having Casual and Hardcore content?
"Hardcore players can do both but Casual players can only do some!"
Exactly, because hardcore players are hardcore.
They've done it before, so I'm just gonna ask - Can a GM lock this thread please? It's said what it needs to say, I think.
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