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  1. #71
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Yeol View Post
    I understand what you are asking for. Making something too easy will not make players get better at their jobs or learn faster. A little challenge will do that. This could even stop people from going lazy mood during dungeon runs. But then again, we have some hard dungeons like Aurum Vale which many people seem to leave duty as soon as they enter it. You don't want that to happen with new dungeons do you?
    This only happens if the alternatives offer better rewards. People left Steps of Faith because they knew they could queue for Trial again and likely get something else. With Expert Roulette, your choices are limited to whatever the current new dungeons are. Look at Weeping City. Despite all the initial whining, people eventually sucked it up because if you wanted to upgrade your Lore gear or get gear itself, you had no choice but to learn and embrace its challenge. And WC isn't even "hard". It simply keeps you alert due to the sheer amount of mechanics-- none of which are overly difficult once you figure out the pattern. If dungeons followed a similar design, I think people would gradually adapt.

    Quote Originally Posted by Kerii View Post
    As long as duty finder matches you with random players who may, or may not, do more than push three buttons at a time... No thanks. I'll be more than happy with dungeons that only take me and the tank to do reliably.



    Edit: Bolded the relevant words to clarify which direction I lean on the subject.
    If you maintain the status quo, what motivation do people have to improve? The lack of any meaningful challenge is why people 1-2-3 combo. They know they can get away with little to no effort and get carried. If dungeons were made so DPS who didn't do an active rotation became slow, sluggish or even dangerous, you would gradually see less "Ice Mages" either from community demands or those players getting frustrated the rest of us can't carry them through. Right now, I know I could Impulse Drive the whole way through Hullbreaker Hard. I'd be bored to tears, but I could do it.
    (1)
    Last edited by Bourne_Endeavor; 09-12-2016 at 10:06 AM.

  2. #72
    Player PArcher's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    2,580
    Character
    Kytre Ashaer
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Most people don't know what went on with Pharos Sirius, how people would utterly fail at it so much and just insta leave on seeing it (I'm pretty sure this dungeon got us a lot of the leave penalties we have now). Dungeon wasn't hard pre-nerf, you just had to pay attention...but that was too hard for most. So it got nerfed (and yet, I still see people fail at it in 50 Roulette. Makes me giggle)

    And then, there were the Bees with Demon Wall...


    Point is, there *were* dungeons that required a slightly elevated level of skill...they got nerfed because the vast majority couldn't handle them.
    (6)

  3. #73
    Player
    Nestama's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    4,353
    Character
    Nestama Eynfoetsyn
    World
    Lamia
    Main Class
    Samurai Lv 100
    I'm sure people would have stayed in Pharos Sirius if it dropped i75 gear or something (instead of recycling Amdapor Keeps i60 gear). Maybe.
    (0)

  4. #74
    Player
    Kewitt's Avatar
    Join Date
    Nov 2012
    Posts
    1,358
    Character
    Ewitt Rainbow
    World
    Balmung
    Main Class
    Fisher Lv 100
    Try the EX and Savage while it's new content. Bismark EX is old content now. And your over geared for it.
    (0)
    Commendations.
    If I play dps I only give it out to other dps.
    If I play tank I only give it out to healers.
    If I play healer I only give it out to tank.

    Only if they should be getting a commendation.
    There are always exceptions to the rules!

  5. #75
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Welsper59 View Post
    This is actually faulty logic (even if it is sound), simply due to prior experience. In WoW, with Cataclysm, the devs tried to bring back a need to slow down runs by requiring things like CC for most parties. In other words, a return to old school gameplay.
    I loved Cataclysm for this reason. It required everyone to step up compared to the difficulty from Wotlk and a lot of players that couldn't hack it were given a wake up. From there the players I knew either got better and stepped up or they quit running the high level content. Of course, for those of us that raided at that time, once we got the raid gear we went back to speedrunning since once you overgeared them the harder dungeons were a joke. The dungeons were only difficult the first time through, eventually we just overpowered the mobs and brute forced most mechanics without issue.

    Edit: Although at the time I basically stopped pugging. I only ran the dungeons with raid geared friends from my raiding guild or their alts, i.e. people I gamed with all the time (synergy and knowing how to work together is definitely a thing), knew how to play their role at the raid level, and had the really good gear.
    (0)
    Last edited by Khalithar; 09-12-2016 at 06:07 PM.

  6. #76
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Bourne_Endeavor View Post
    If you maintain the status quo, what motivation do people have to improve?
    Quote Originally Posted by Bourne_Endeavor View Post
    Right now, I know I could Impulse Drive the whole way through Hullbreaker Hard. I'd be bored to tears, but I could do it.
    You're kinda answering your own question here.

    In general, people improve because getting better at something comes with increased satisfaction or enjoyment, be it via flashier animations, less anxiety about potentially holding people back, a higher engagement level, ego boosts (in the case of PvP), a better integration into a social group or other reasons.
    I wager especially the last point is a large reason why the JP community has so much higher clear rates for challenging content (and is probably better on average as well).

    Trying to motivate people with frustration instead also motivates them to stop doing the content altogether. So next thing is clamoring for higher rewards to compensate for the frustration caused earlier.
    (1)

  7. #77
    Player

    Join Date
    Jan 2016
    Location
    Chicago IL
    Posts
    384
    Do you REALLY want harder content that'll just get nerfed cause the masses WON'T clear it like soo many dungeons and raids have taught us so far? Or do you just want something different. Cause I don't think people asking for harder content are remembering all the times SE DID give harder content only for it to be NERFED. >> just saying.
    (1)

  8. #78
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by cammi View Post
    Do you REALLY want harder content that'll just get nerfed cause the masses WON'T clear it like soo many dungeons and raids have taught us so far? Or do you just want something different. Cause I don't think people asking for harder content are remembering all the times SE DID give harder content only for it to be NERFED. >> just saying.
    There can be a middle ground between faceroll easy (like Hullbreaker HM for example) and Savage level raid difficulty. It's just a matter of finding that sweet spot, as is I don't think SE is willing to try because they don't think they can make it harder without making it too difficult for the majority.
    (2)

  9. #79
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Zojha View Post
    You're kinda answering your own question here.

    In general, people improve because getting better at something comes with increased satisfaction or enjoyment, be it via flashier animations, less anxiety about potentially holding people back, a higher engagement level, ego boosts (in the case of PvP), a better integration into a social group or other reasons.
    I wager especially the last point is a large reason why the JP community has so much higher clear rates for challenging content (and is probably better on average as well).

    Trying to motivate people with frustration instead also motivates them to stop doing the content altogether. So next thing is clamoring for higher rewards to compensate for the frustration caused earlier.
    There's a difference though. You can scale up the difficulty without it becoming frustrating. Weeping City is a prime example. People complained, yet once it was clear it wouldn't see any nerfs, they sucked it up because the rewards were enough. Dungeons lack this kind of incentive, thus why people tend to see them as repeatable chores you just do. I am not asking for Savage, which yes, you aren't going to convince the average player to do. Just something that requires you to actually know how to play your job. Level 60 dungeons should be a step above, not utterly mindless like some have been.
    (2)

  10. #80
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Bourne_Endeavor View Post
    People complained, yet once it was clear it wouldn't see any nerfs, they sucked it up because the rewards were enough.
    Either that, or the people still doing that content are not the same people that complained it was too hard for them in the first place (See also: "People" complaining about the cash shop while at the same time, "people" ask for additions to the cash shop). You could make everything Savage difficulty and after a while, almost everyone who remains would be fine with it - because the people who aren't just left. Neither you nor me have numbers one way or the other however - best approximation would be average queue times and even that is faulty because of the player fall-off in the course of an expansion.

    I feel the thing people don't quite get is that "difficulty" is very subjective. If dungeons are "easy" to you and your social circle, that doesn't mean they are "easy" to the average person or even everyone. I not only know but also regularly experience people for whom just doing their rotation without any mechanics is already too difficult (And Yoshida has openly acknowledged that doing both at the same time has become a bit of an issue for many). You can't find a universal "sweet spot" in difficulty when everyone has an individual one, you can only offer more options and hope to hit as many as possible - and then people demand better rewards for having a higher sweet spot >_>
    (2)

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