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  1. #25
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Off topic:

    Thank you for posting a link to the interview, Savagelf! It was a fascinating read.
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    Quote Originally Posted by Kaethra View Post
    I've said it before, in many games. There are two types of players:

    1. Those that get it.
    2. Those that don't.

    The majority from what I've seen in groups lately.. get it somewhat. Using Red Mages as an example. Most seem to grasp the idea of leading with Jolt to fire up Dualcast. Out of a dozen Redmages I've seen over the last 2 weeks I've only encountered one who didn't. They used Jolt twice or occasionally hardcasted verAero/Thunder without Dualcast.

    Here's what SquareEnix ought to do:

    Remove 4man dungeons and 8man trials from the MSQ. Or allow a version of it to be played that is entirely solo. Allow the 4 man dungeons and the non-expert trials for the intermediate (average) players, and then your hardest content for the more hardened players.

    You can't teach the ones who 'don't get it' how to play 'properly'. They're simply not going to grasp it, or lack the manual dexterity to pull it off. Simplifying the classes won't work. Many of them don't even make the connection between a 123 combo. And you know what? They don't even want to learn, they just want to kick back, read the story and see the ending. Let them have it, but segregate them from the rest so the friction between players is lessened.

    ESO does this. The MSQ of that game is entirely solo. You never have to group with a player if you don't want to. You can even get some of the best gear in the game (depending on build) through solo play. Then they have 4 man normal dungeons for those who want to group. Those who want a little more challenge have access to Veteran versions. You basically do the content you can do and are no way pressured to do content beyond your ability. FFXIV could benefit from this example.
    Absolutely not true. It's not black and white. It's a situation where player aptitude is on a curve. You have some horrible players. You have some godly players. You have most players average.

    They find something which works for them in question and doing the MSQ trials and instances and look no further. Why should they? For a large portion of players, FFXIV is a game.

    Players who want to push themselves are a different personality. They are much more competitive than they average base player. They are also more willing to do research into their class and the content. These players see FFXIV as a sport.

    There is a lot of common ground between the two types of players. It just takes patience from the "sports" crowd and a willingness to learn from the "games" crowd. Sadly, it's just human nature for people to dig in their heels because they think their way is the best. All you can do is laugh, and either leave, or jump on into the content with both feet.

    Now, I actually like the idea of removing four man and eight man trials from the MSQ. Several friends have told me the requirement to do hard mode dungeons for the story was the reason they went back to World of Warcraft.

    This confused me, at first, because even though hard mode is more difficult than normal mode, it isn't soul crushingly hard. It just makes you pay more attention.

    Sure, I've wiped a few times along the way; but, I've improved enough* that I have down every hard mode challenge I've faced so far. But, I also understand that some players just want a game.

    *Health and meds affect both my awareness and my reaction time. I still manage to enjoy the story and its challenges.
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    Last edited by Kacho_Nacho; 11-17-2017 at 11:28 AM.