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  1. #1
    Player
    Yenyen's Avatar
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    Feb 2018
    Location
    U.K
    Posts
    109
    Character
    Zhenif Amberry
    World
    Phoenix
    Main Class
    White Mage Lv 90
    I like to think for the most part rather than tending to the player base already here for a while (not myself), they try to let newer players squeeze into these raiding scenes and all this jazz easier.

    My last game required 30 people to attend a raid once per week, 1 person out of the 30 could easily kill the entire raid by failing, 5 tanks tank swapping, 5 healers having to coordinate there cleanse/ensuna for a bomb that does raid wide damage, each party of say 6 having 1 bomb each.

    If you were a newbie or at the very least not overly geared from the previous content no 1 would invite you, I'm referring to Vergo if that rings any bells with anybody.

    I guess I'm not helping but I have a suggestion, if you want a challenge then try miniIlvl the "easy" things, I had fun with Twintania though I got dumpster'd for a while before my first clear xD
    (0)

  2. #2
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Yenyen View Post
    I like to think for the most part rather than tending to the player base already here for a while (not myself), they try to let newer players squeeze into these raiding scenes and all this jazz easier.

    My last game required 30 people to attend a raid once per week, 1 person out of the 30 could easily kill the entire raid by failing, 5 tanks tank swapping, 5 healers having to coordinate there cleanse/ensuna for a bomb that does raid wide damage, each party of say 6 having 1 bomb each.

    If you were a newbie or at the very least not overly geared from the previous content no 1 would invite you, I'm referring to Vergo if that rings any bells with anybody.

    I guess I'm not helping but I have a suggestion, if you want a challenge then try miniIlvl the "easy" things, I had fun with Twintania though I got dumpster'd for a while before my first clear xD
    This whole game is literally catered to newbies. The devs foam at the mouths for new players.
    (1)

  3. #3
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Do you have a single fact to back that up? What game has had an increase in difficulty that resulted in a quantifiable player loss?

    While I can't argue that games die because they become too easy (in spite of WoW's decline in player base as homogenization set in as well as raid finder being added) most predominantly due to lack of interest in finding correlation, I can certainly argue that adding additional difficulties has had positive impacts. Terraria, as an example, added 'expert' difficulty to it's game and it was received in a positive light. The game still sits at overwhelmingly positive (whether this is a result of the game being good or not doesn't matter because a harder difficulty was added and therefore we know it did not have a negative impact on the game).
    For MMOs, there hasn't been one that started easy and went to hard that I know of. The recent ones that generally have been hard from the start, even if they target that niche, really suffer and fail to keep a large playerbase.

    Two I can think of are Wildstar and Darkfall. Wildstar had pretty punishing pve raids, and that was one of the biggest factors in losing player interest. Darkfall was full loot pvp, but even then the time sink and relative difficulty of getting to a good level of play doomed it. I think Aion and in the past Lineage shed a lot of playerbase through punishing difficulty too. Terraria isn't really an MMO and its difficulty is optional and tailored to players who might want to use it when they are bored with the rest of the game. Its not a global change from the start.

    I agree with Kamatsu in that not everyone will improve to the same level. I mean, if anything this game shows that they can't; or we'd never had stormblood needing to massively simplify everything.
    (0)
    Last edited by RiyahArp; 03-25-2018 at 02:54 PM.

  4. #4
    Player
    MilanFrozen's Avatar
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    Sep 2017
    Posts
    126
    Character
    Milan Frozen
    World
    Midgardsormr
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by RiyahArp View Post
    For MMOs, there hasn't been one that started easy and went to hard that I know of. The recent ones that generally have been hard from the start, even if they target that niche, really suffer and fail to keep a large playerbase.

    Two I can think of are Wildstar and Darkfall. Wildstar had pretty punishing pve raids, and that was one of the biggest factors in losing player interest. Darkfall was full loot pvp, but even then the time sink and relative difficulty of getting to a good level of play doomed it. I think Aion and in the past Lineage shed a lot of playerbase through punishing difficulty too. Terraria isn't really an MMO and its difficulty is optional and tailored to players who might want to use it when they are bored with the rest of the game. Its not a global change from the start.

    I agree with Kamatsu in that not everyone will improve to the same level. I mean, if anything this game shows that they can't; or we'd never had stormblood needing to massively simplify everything.
    Going at this in one go.

    Wildstar and Darkfall were hard though from the start and the argument is that a game has it's difficulty increased. Aion and Lineage both also could be argued to have gotten easier (or more new player friendly depending on your point of view). I'd also argue with you till the cows come home that Wildstar is not unpopular solely due to difficulty, but that's because I personally view the game as having multiple major gameplay flaws, lukewarm story and a poorly conceived endgame. I've played the damned game enough to know that it's about as typical as an MMO gets barring the slippery slidey movement.

    Coincidentally did you know Terraria supports up to 256 players per server? You won't be able to get that many on a run of the mill home pc for sure, but you can on a powerful machine. Say the same type of server they'd use for Final Fantasy? It's certainly no typical MMO type, but it has the required number to be considered alongside it (if we're getting pedantic about things). Also fine I relent that expert is optional. Though then I point to hard-mode through defeating the wall of flesh. The game play arguably shifts to a higher gear at that point.

    In terms of games becoming more difficult rather than easier I was more so arguing in general. I'm ok if you want to point to any game not in the same genre that does it. I'd certainly like to know about it and the effects it had on it's player base. And no I don't mean something like nerfing an aspect of the game that makes it harder. That would fall more so under just modifying a game and how a player may disagree with the changes and is a whole other can of worms.

    I don't remember saying that all players eventually reach the same skill (a skill cap). Not everyone is going to reach the same skill level, but everyone will be more skilled after starting than when they started and will continue to progress in skill. Even if the progress seems minor or insignificant.

    Lastly, I want to point out that I'm not defending the OP's opinion in it's entirety, just some of it. I, for example, abhor the removal of skills, but I'm totally for being able to do old dungeons/trials at max level. I'm ok with them becoming obsolete and 'removable' from your bars to make things easier on players, but I believe that it's a horrendous waste to simply remove an ability because fitting all the skills on the bar is too hard for some. It really raises the question of 'which skills are on the chopping block for the next expansion?' and a skill effect/animation can be quite enjoyed and missed. I'd sooner the skills simply be there, but be pointless than to see them vanish. But this isn't quite so much about difficulty per say even that I argue. More so that I am saying that if the difficulty being lowered is the cause of the skills being chopped, I am against it. How long until my favorite ability is tossed because 'it was too hard to use'?
    (1)

  5. #5
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
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    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Well, Wildstar i think declined mostly through endgame. I mean people will forgive a lot in general for a game, but my understanding of it was the endgame grind was so punishing it killed off players quite a bit.

    Games that start easy and go hard in other genres? Hmm. Probably would go with both fighting games and real time strategy ones as genres. There's a big gap between SF2 and Tekken or Virtua Fighter in terms of mechanics, and recently the most popular games tend to be easier anime fighters like naruto or DBZ games. RTS games wound up being really hard due to player skill selection that they are a bit of a dead genre outside of starcraft. Both tend to attract the hardcore now, and struggle to keep casuals, especially in online play.

    I think the point about skill raising is that usually people think that everyone can improve to the level they are. Like savage players really do assume everyone can do it. The argument that the game needs to be harder assumes everyone will rise to the challenge and succeed, and I think people downplay that not everyone can, or will want to, or will find doing so fun.

    Well...the skills being chopped mostly were dead weight. You don't need to have two dots on a mob per class unless the class is made around dots, but every job had that in HW. It wound up being a mechanic that people failed more than one they found fun. Some stuff made little sense; why need multiple buffs taking up slots when all they do is increase percentage of damage? Just combine them, or fold the damage into the ability.
    (2)
    Last edited by RiyahArp; 03-25-2018 at 04:26 PM.

  6. #6
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by RiyahArp View Post
    I think the point about skill raising is that usually people think that everyone can improve to the level they are. Like savage players really do assume everyone can do it. The argument that the game needs to be harder assumes everyone will rise to the challenge and succeed, and I think people downplay that not everyone can, or will want to, or will find doing so fun.
    In most MMO's, every patch cycle obsoletes the previous skill set. FFXIV basically acknowledged this is what normally happens and instead "stacked" the skills that are basically the same, and scales them by level/level-sync. But other MMO's also tend to lock you to one class/job, so if you pick healer in another game, you are basically picking the hard/hardest class to level because you do so much less damage and have much less of DPS toolkit, if any. Where as if you pick a DPS class in other MMO's, you usually end up with no self-healing toolkit at all and have to rely on expensive pots. So if you are really good at getting money in the game, it's easy. If you're not, then it's a grind either way.

    Like for all the flack FFXIV gets for being easy, it doesn't let you faceroll all the content by acquiring the best gear and no skill, which is what many other MMO's do. "Here's new gear, it makes (easy content) so easy that you 1-hit-ko everything, including the boss."

    If they tightened up the ilevel sync to the original release values, it would be more fun when replayed, but it would make gear pointless.
    (0)

  7. #7
    Player
    MilanFrozen's Avatar
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    Sep 2017
    Posts
    126
    Character
    Milan Frozen
    World
    Midgardsormr
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by RiyahArp View Post
    Well...the skills being chopped mostly were dead weight. You don't need to have two dots on a mob per class unless the class is made around dots, but every job had that in HW. It wound up being a mechanic that people failed more than one they found fun. Some stuff made little sense; why need multiple buffs taking up slots when all they do is increase percentage of damage? Just combine them, or fold the damage into the ability.
    I think you are missing the point of my contempt. An ability animation/effect/icon are all gone when removed. This is more of an artistic complaint than a game play one. Though it could be argued as game play since the enjoyment of the animation could be perceived in a game play light. Also I'd like to point out that baking one skill into another changes them both. It's entirely possible to lose two skills in the process of trying preserve one. Either way it would be a net loss. And if we're going to remove skills then take the game a step further and allow us to adjust skill animations for skills and readd them as optional animations/effects for some abilities.

    Surely this would be a lot of work and probably not worth it, but I'm free to be upset about the loss of anything. I also don't like it when you get 'ability gaps'. What I mean is like there is a miasma one and I think a miasma two and I think there is a four, but I believe three is gone. So you get miasma one, it changes to miasma two(?) and then you get aoe miasma. I can't remember exactly what the abilities are off the top of my head, I just know that it skips a number in the chain and that's lame. Nit picking for sure, but I just wanted to point it out.

    Quote Originally Posted by Kamatsu View Post
    -snip-
    Can you link the source for this loss? I'm under the impression guild wars 2 is not a subscription based MMO and that sales would be loss relative to the previous expansion, not due to the expansion content (one could not experience without owning the game).
    (0)
    Last edited by MilanFrozen; 03-25-2018 at 11:42 PM.

  8. #8
    Player
    Zeonx's Avatar
    Join Date
    Mar 2014
    Posts
    957
    Character
    Zeon Darksol
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Keicho View Post
    snip
    The reason they don't make anything strong is because players like you begged for something like SOA in FFXI and SE came out and said it wasn't made for casuals, it was strictly for the elite players.

    Right after all the hardcore and elite players bounced to FFXIV because it was too hard getting ripped apart by a single monster isn't fun while a few hardcore people stayed on FFXI the ones who wanted the tough content was complaining and had it nerfed.

    I can honestly say I don't blame SE for not going extreme even look at binding coil ultimate barely anyone does it.

    This is why they nerf they make content you guys want but you never play it and you might and a selected few but that doesn't mean anything the many out match the few.
    (0)

  9. #9
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,385
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    I think healing was made that way in this game for a reason, to lower the skill cap, not raise it. Its clear that SE wants tanks and healers to be the easiest jobs to play.
    (0)

  10. #10
    Player
    Ilyrian's Avatar
    Join Date
    May 2017
    Posts
    607
    Character
    Ilyrian Silvermoon
    World
    Cerberus
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Derio View Post
    I think healing was made that way in this game for a reason, to lower the skill cap, not raise it. Its clear that SE wants tanks and healers to be the easiest jobs to play.
    I don't think that necessarily true – the pay off for the 'flashiness' of the game, the animation locks and the general cinematic nature of the encounters don't really gel with a twitchy healing style. It does open up the gulf between healers that DPS and those that stand there though - but that is down to player choice how much they want to engage with an encounter. Like DPS, healers and tanks can be played optimally or sub optimally within each encounter.
    (1)

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