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  1. #41
    Player
    weeble's Avatar
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    Mar 2011
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    1,231
    Character
    Titan Arum
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Rydin View Post
    I'll be honest... I think hard mode is a lazy way to add challenging content.
    i agree lol. was just speaking in the at the worst situation. i don't really like it in swtor. its all they have really as content at start repeating older content as harder content. and most of it ain't really that much harder. not having the right gears or not knowing what to do is only thing difficult other then that they are a breeze. it is very lazy way to turning one content into 2 lol. but no harder difficulty is worse then least having it that way. dcu did this too and it's got like 1 server that is f2p and swtor might take longer to get there but it will probably end up in the same boat.
    (3)

  2. #42
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    It's the Bioware effect -- a lot of their games rehash earlier content as harder content later on, generally for "side" content. Whether that's good or bad is subjective however.
    (2)

  3. #43
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by weeble View Post
    how is solo'ing a story line in probably a total of a few hours content? yes it's a good story but in the end that is all it is. the last boss took me a few tries cause it took a bit to figure out the canons, but that is about it. other then that it took one try threw the hole thing. no dry runs as we called it in ffxi, no dying repeatedly. no anything, but i figure this would or could change for 2.0 and beyond.
    *shrug* I thoroughly enjoy going through a deep and involved story FAR more than I enjoy joining up with 8~64 dudes to wail at a monster, really. But this actually is pretty descriptive of my actual point: "There needs to be varied content to appeal to all bases"

    I'm sure you probably would just skip all cutscenes in the 120-hour main quest just to get to the battles, i'd skip the battles to get to the story (okay, not really, i'm being hyperbolic here). That doesn't means that the game can't attempt to appeal to both of us, right?
    (1)

  4. #44
    Player
    Jennestia's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Skies View Post
    *shrug* I thoroughly enjoy going through a deep and involved story FAR more than I enjoy joining up with 8~64 dudes to wail at a monster, really. But this actually is pretty descriptive of my actual point: "There needs to be varied content to appeal to all bases"

    I'm sure you probably would just skip all cutscenes in the 120-hour main quest just to get to the battles, i'd skip the battles to get to the story (okay, not really, i'm being hyperbolic here). That doesn't means that the game can't attempt to appeal to both of us, right?
    They can attempt it but recent MMO history has shown it hardly ever works out and one way overpowers the other -- It's why they generally stick with one style of content. Some MMOs may have "solo content" and "group content", but the majority of the time the solo content is usually quests, PvP and most instances with only a few of the instances and dungeons being built towards group play. (That's ignoring difficulty scaling as well.)

    This is why CoP era XI was pretty great because it was built towards those who like storyline and those who like tough battles/fighting, then they ruined it with ToAU by making it purely storybased and lack of any challenge until Alexander fight >.>

    (which was almost 2 years into the expansion lol.)
    (3)

  5. #45
    Player
    Pandastirfry's Avatar
    Join Date
    Aug 2011
    Location
    Under a pile of rubble that was Ul'dah
    Posts
    586
    Character
    Meneyota Kunyaa
    World
    Hyperion
    Main Class
    Arcanist Lv 90
    My main issue with trying to shoehorn XI mechanics into XIV...

    When I played XI I was in college, the time sinks and atrocious grind didn't mean anything, if I felt like it I could skip class and then there were the lengthy breaks in between semesters. I could play the game on it's schedule like was mentioned earlier.

    Then I graduated, and got a real job. Now I had far less time to play, logging on a having to wait hours to find or make a party became frustrating. Low level quests or content that either had silly timers or required full parties to complete became sticking points. I eventually felt like I was just treading water and I was no longer having fun to to the various barriers to entry on a lot of the content...

    Then game games Like WoW and the like that I could log on and actually accomplish things with maybe an hour or so to play, I didn't have to sit and wait like XI forced me to, I could get stuck right in from the moment I logged on, not sitting in town hoping a white mage would log on so I could finally round out my party just to get my next level, no I could do that on my own or with a group if I liked...

    XI was great when I first played it, the trouble is I and the average gamer has moved on since the time when those kind of mechanics were actually truly viable, and now I want something I can play when I WANT to play it, not when it will LET ME play it.

  6. #46
    Quote Originally Posted by Pandastirfry View Post
    My main issue with trying to shoehorn XI mechanics into XIV...

    When I played XI I was in college, the time sinks and atrocious grind didn't mean anything, if I felt like it I could skip class and then there were the lengthy breaks in between semesters. I could play the game on it's schedule like was mentioned earlier.

    Then I graduated, and got a real job. Now I had far less time to play, logging on a having to wait hours to find or make a party became frustrating. Low level quests or content that either had silly timers or required full parties to complete became sticking points. I eventually felt like I was just treading water and I was no longer having fun to to the various barriers to entry on a lot of the content...

    Then game games Like WoW and the like that I could log on and actually accomplish things with maybe an hour or so to play, I didn't have to sit and wait like XI forced me to, I could get stuck right in from the moment I logged on, not sitting in town hoping a white mage would log on so I could finally round out my party just to get my next level, no I could do that on my own or with a group if I liked...

    XI was great when I first played it, the trouble is I and the average gamer has moved on since the time when those kind of mechanics were actually truly viable, and now I want something I can play when I WANT to play it, not when it will LET ME play it.
    So the trouble seems to be people read: "This mechanic/type of content would work well in XIV" and somehow ignore that when it's suggested they mean to change it to fit XIV...then again, you can even strictly say and suggest how it could work in XIV better than it did in XI and people still assume you're saying directly port it lol.

    I mean logically when people say "Content like Limbus" they're talking about buying a key item from an NPC for x gil, going to the location, activate the raid, do the content, get the rewards for that run, rinse and repeat without the 3 day wait period.

    While JP midnight/2-4 day lockout on content helped keep the content alive because you can schedule like 5 raids in Linkshells throughout the week, it also prevented people from doing content they wanted due to a lockout timer. XIV clearly isn't doing that, at best you have to wait 5 - 15 minutes, which logically means that if Limbus was recreated for XIV you'd have a 5 - 15 minute cooldown, not a 3 day timer lol.
    (0)

  7. #47
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
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    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    To complement Pandastirfry's post, i'm not even asking for the FINAL time to be lessened. Heck, one could engineer a quest that takes 24 hours of actual work in order to get an NM to spawn, that'd be far more fun than an NM that only spawns once every 24 hours.
    (1)

  8. #48
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
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    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Elexia View Post
    So the trouble seems to be people read: "This mechanic/type of content would work well in XIV" and somehow ignore that when it's suggested they mean to change it to fit XIV...then again, you can even strictly say and suggest how it could work in XIV better than it did in XI and people still assume you're saying directly port it lol.

    I mean logically when people say "Content like Limbus" they're talking about buying a key item from an NPC for x gil, going to the location, activate the raid, do the content, get the rewards for that run, rinse and repeat without the 3 day wait period.

    While JP midnight/2-4 day lockout on content helped keep the content alive because you can schedule like 5 raids in Linkshells throughout the week, it also prevented people from doing content they wanted due to a lockout timer. XIV clearly isn't doing that, at best you have to wait 5 - 15 minutes, which logically means that if Limbus was recreated for XIV you'd have a 5 - 15 minute cooldown, not a 3 day timer lol.
    I do believe that what most of the XI-haters have deep inside them is a fear that yes, they WILL bring in all that nonsensical waiting rather than the actual content proper. I do have faith in the dev team, though, and i'm not against bringing back anything that actually worked in XI, as long as, you know, what you said happens.
    (2)

  9. #49
    Player
    Sephrick's Avatar
    Join Date
    Mar 2011
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    1,900
    Character
    Sephrick Markarius
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    XI was great when I first played it, the trouble is I and the average gamer has moved on since the time when those kind of mechanics were actually truly viable, and now I want something I can play when I WANT to play it, not when it will LET ME play it.
    This is it in a but shell. Just because an MMO is accessible doesn't mean it has to rain loot just because a player logged on.

    Things like Einherjar or Campaign are a perfect example of what XIV should have. Accessible content that can be done on a player's own schedule that allows them to slowly build toward their reward.

    No more RNGs or event lock out cool downs. Just let us play and work toward something without praying to the invisible dice gods.
    (0)

  10. #50
    Player
    Jennestia's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Skies View Post
    To complement Pandastirfry's post, i'm not even asking for the FINAL time to be lessened. Heck, one could engineer a quest that takes 24 hours of actual work in order to get an NM to spawn, that'd be far more fun than an NM that only spawns once every 24 hours.
    Which in FFXI was only HNMs, which are spawnable and the ToAU Beastmen Kings, which you have almost zero reason to kill these days unless you're doing Mythic Weapons which almost everyone agrees is done horribly compared to Relics or Empyreans.

    XIV as Elexia stated, already has respawn and cooldown rates of 3 -15 minutes -- why would it be assumed 24-48 hour respawns would be reimplemented?
    (1)

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