It isn't, that is why the game has multiple forms of motivation and one of them is going to keep the interest of the end game player. It isn't just glamour that keeps people.okay, because you don't like the example given doesn't mean another can't take its place or it can't be refined further to fit whatever you are personally looking for. Also there is a fine line, and the glamor game will eventually in itself not be enough motivation for many. If you think it can last forever I will disagree here. It simply is not enough to sustain and engage the masses permanently.
What? Are we going in circles now because this whole discussion is based on how there is not enough motivation especially in endgame.
Let me add, that I was merely suggesting a means to a middle ground. There are people in here saying they don't as much care about the ilvl difference as much as the glamor and I was simply putting ideas out there to get in the right direction if that is truly the case.
Last edited by Sparktacus; 09-03-2016 at 02:42 PM.
After re-reading the translation, about the only different is boss visual between Normal and Savage. I have to agree that we will eventually run out of designs of gear for glamours, w/ the amount they're pushing out if they continue with the ilvl path they're taking. I also dread when the stats gets bloated.
I'm also liking the idea of making Savage hard...like...super hard or (some might not like the idea, but it's a start) time consuming so that their gears are earn, at which points then they can have their gears like 2 tiers to 3 tiers up for the effort they put in. Why make savage gear that much different? So that it is not a requirement that everyone running Ex Roulette needs to have it (I'm looking at you BiS).
What's the purpose of the gear at that ilvl? I think the idea of getting an equally high ilvl weapons from Savage EX primal sounds pretty good, just be sure to make EX Savage super hard too.
What do you do when you have both? You can help others or (I'm sure like many will do) take it and leave.
Is it fair for others that wants to try savage raiding? Sure is, those that finished had started at exactly where the next person to try will start. Which at that point is up to the high ilvl if they wants to give them a hand or not(being humanitarian), but since Savage are super hard, it'll be slightly easier so that it's not just giving high ilvls away.
Normal for story and equally casual ilvl gear.
Savage has super tier gears + story if people wants to just dive into it through savage, but no complaining that it's hard, and you couldn't get the story done, cause you could of done it in normal mode.
Show me where I said that raiding was all about the challenge? Let me save you the search, I never have.... soooo alll you are really doing is taking my PERSONAL INDIVIDUAL statements and using that as some silly trump card against raiders in general. /golfclap
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Last edited by zosia; 09-03-2016 at 06:22 PM.
Not generally. Only for the last tier of alexander, as they are not able to change the roatations before 4.0.
As I don't remenber which thread exactly was discussing around steps of faith, but I dont see an issue with making story content more challanging at the start. They just could solve the discussions about difficulty by making it easier later and tell the player from the beginning when this will happen. This could for example within a black text box at the moment of unlocking the content:
The following content is currently more challanging. If you have trouble please be patient. We will make audjustments at <enter date here> to ensure everybody will be able to finish the story.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
To be fair, it IS an argument that is frequently bandied about whenever non-raiders accuse raiders of wanting things made more difficult or outright inaccessible to other players simply to feel superior: "I don't NEED that; I raid for the challenge, and to have fun with my friends". Well, that might be true, but I do think that a lot of it is that feeling of superiority and exclusivity, as well. I don't think there's anything to be ashamed about by admitting that, though. Even if it's "just a video game", a Savage-clearing raider was able to do something that 90% of this game's population cannot (or will not) do - I don't think it's wrong that they want something that distinguishes them, something that identifies them as a skilled player in this game where pushing random buttons in an inconsequential order will still likely get you through almost all of this game's content.
Why would they do that? It would just encourage people to just unsub until the next patch, which most people do now anyway for different reasons. You want people to stay in the game playing, not tell them to come back later if they can't clear something. Having in game text basically telling people "We know you will probably never be good enough, so go do something else until we enable easy mode" isn't going to win favors with anyone.Not generally. Only for the last tier of alexander, as they are not able to change the roatations before 4.0.
As I don't remenber which thread exactly was discussing around steps of faith, but I dont see an issue with making story content more challanging at the start. They just could solve the discussions about difficulty by making it easier later and tell the player from the beginning when this will happen. This could for example within a black text box at the moment of unlocking the content:
Last edited by MilesSaintboroguh; 09-03-2016 at 11:11 PM.
One of the main issues with savage in my opinion is that the content is both hard and basically static locked. Meaning that the progression is close to impossible outside of the static groups, and I am talking about loot restrictions not knowledge of fights, which is one of the main reasons behind the low percentage of players even trying it.
What would you think about this:
1. The savage being free of all the weekly loot restrictions.
2. The savage floors being added to the game gradually instead of at once.
Basically something like this: 3.4 A9S and A10S added, 3.45 A11S added, and lastly 3.5 A12S added to the game.
It would be still time-gated but in more accessible way while allowing easier movement of people between the groups.
The main reason why the Party Finder is not working for the harder content and so many groups disband after few wipes is caused by the players who ignore the comments.
Getting to the phase XYZ once does not mean you are ready to join parties to do XYZ.
Parties should spend most of the time doing the phase that is written in the comment not trying to get there.
This is true...One of the main issues with savage in my opinion is that the content is both hard and basically static locked. Meaning that the progression is close to impossible outside of the static groups, and I am talking about loot restrictions not knowledge of fights, which is one of the main reasons behind the low percentage of players even trying it.
What would you think about this:
1. The savage being free of all the weekly loot restrictions.
2. The savage floors being added to the game gradually instead of at once.
Basically something like this: 3.4 A9S and A10S added, 3.45 A11S added, and lastly 3.5 A12S added to the game.
It would be still time-gated but in more accessible way while allowing easier movement of people between the groups.
1. Though they will need to remove all weekly loot restrictions for other dungeons also, since their loot systems is one of the core problems. Which they should, then make dungeon content lock behind puzzle difficulties and sufficient mob threats, so that dungeon doesn't get steam rolled. All they're doing to prevent steam rollers is putting up gate to slow it down, which people will just gate rush.
2. Don't think you'll need this if contents is challenging and difficult enough, with boss guarded.
I don't think Devs have a lot of room to make things challenging when all people wants to do is fight the boss, with the exception of primal.
Gonna go off the rail little and say that I understand casual have little time to play, but at current it is promoting cruise control...
Last edited by B0YRaNmA; 09-03-2016 at 11:58 PM.
But i always tought raiding was teamwork content you do with friends or atleast it used to be, i mean wheres the fun doing that stuff with peoples you dont know at all?One of the main issues with savage in my opinion is that the content is both hard and basically static locked. Meaning that the progression is close to impossible outside of the static groups, and I am talking about loot restrictions not knowledge of fights, which is one of the main reasons behind the low percentage of players even trying it.
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