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  1. #1
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    Mar 2011
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    Quote Originally Posted by TheVedis View Post
    No matter how hard content is made someone will always come in and state its not hard enough

    stuff like the gobbue is not real content, let us look to the REAL content like ifrit, moogle etc etc


    some find it hard, some find it easy, and there are those who will always find everything easy purely because thats how they roll
    No matter how many times you post in a thread, I just skip over it.

    On Topic: I want harder content that isn't beaten in a day if possible. Last time I checked, a raid is something I spend multiple hours in it for ONE attempt, not beat it in 20 mins, afk 15, and then beat it again.

    Can we please have the two new raids with more than just one/two bosses? :<
    (2)

    Quote Originally Posted by GreatLeviathan
    Prolly live in their mommy's basement playing the game 23/7.

  2. #2
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    Mar 2011
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    Besaid
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    Quote Originally Posted by ApplePie View Post
    No matter how many times you post in a thread, I just skip over it.

    On Topic: I want harder content that isn't beaten in a day if possible. Last time I checked, a raid is something I spend multiple hours in it for ONE attempt, not beat it in 20 mins, afk 15, and then beat it again.

    Can we please have the two new raids with more than just one/two bosses? :<
    you skip over my threads? obviously you dont if you are quoting me

    content will always be beaten in a day unless there is something preventing people from attempting it nonstop til they beat it.


    ive been talking about this with a bunch of people and this is where im at right now

    1) drop rates are very low and need to stay as low as they are due to there being no cooldown for re-entering the dungeon.
    2) they need to add a cooldown for dungeon completion, either by beating the final boss being the trigger, or opening the final chest, and it needs to be at least 24 hours(or perhaps make it so all dungeons reset daily or something for everyone at a specific time), in doing something like this, you can safely raise drop rates so that it rewards people for completion moreso since they cant enter nonstop.
    3) making the entire dungeon skippable demeans content, it almost makes it pointless to have a dungeon when you can skip it all and go straight to the boss
    4) mobs within the dungeons need to have drops too if you have them in there so that it gives people a reason to fight them, think of it as an alternate farm method for the dungeon


    on the topic of hard and easy mode...i hate to say it, but people will always find stuff easy or hard based on their skill
    and people at the top end of the mmo games will always find content too easy no matter how hard you make it, thats just pure fact

    the way to prevent day 1 completions is to put a damn cooldown on stuff so people cant attempt it 500 times the day its released til they figure it out!



    that in itself is the biggest problem there is about all of this, how fast do you think people woulda been beating these fights if they could only attempt it one time per day? seriously? hell even a 4 hour cooldown woulda slowed it down massively while giving people multiple tries per day.


    and i 100% agree that they keep the crappiest droprates possible until they put a cooldown on entering these fights, otherwise people will get the gear too quickly and just stop doing them.

    Blame people who wanted no cooldowns for the drop rates....


    Also we need more crafting drops from bosses....that in itself could make it a good farm for those who dont need the drops anymore otherwise......


    So in closing:

    1) add cooldowns on re-entry
    2) raise drop rates only if condition 1 is met
    3) make dungeons actualy dungeons you have to complete, not just a bunch of mobs to skip to fight a boss
    4) more content that isnt boss only in general(darkhold for instance, but with the need to actualy fight stuff inside it)
    5) crafting drops from bosses in addition to the actual gear drops!

  3. #3
    Player
    Mikita's Avatar
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    Mar 2011
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    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Quote Originally Posted by TheVedis View Post
    people will always find stuff easy or hard based on their skill
    and people at the top end of the mmo games will always find content too easy no matter how hard you make it, thats just pure fact
    I think this is so true.
    The best players will always figure out a strategy to defeat the new challenge very quickly.

    But developers cannot make fights so difficult that -only- the players with the most skill will defeat them -- because then they will frustrate the majority of 'average' players who are doing their best, but may simply not be that good at games.


    I also suspect that many people today cheat themselves out of the challenge and therefore the fun of new content.

    Youtube videos and the proliferation of How To guides.
    Why not avoid these completely if you want the challenge for yourself?

    How much longer would people be able to enjoy new content if they don't intentionally go looking for all the tips and tricks to beat it as quickly as possible?


    So in closing:
    1) add cooldowns on re-entry
    2) raise drop rates only if condition 1 is met
    3) make dungeons actualy dungeons you have to complete, not just a bunch of mobs to skip to fight a boss
    4) more content that isnt boss only in general(darkhold for instance, but with the need to actualy fight stuff inside it)
    5) crafting drops from bosses in addition to the actual gear drops!
    +5!
    (2)

  4. #4
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    Quote Originally Posted by Mikita View Post
    I think this is so true.
    The best players will always figure out a strategy to defeat the new challenge very quickly.

    But developers cannot make fights so difficult that -only- the players with the most skill will defeat them -- because then they will frustrate the majority of 'average' players who are doing their best, but may simply not be that good at games.


    I also suspect that many people today cheat themselves out of the challenge and therefore the fun of new content.

    Youtube videos and the proliferation of How To guides.
    Why not avoid these completely if you want the challenge for yourself?

    How much longer would people be able to enjoy new content if they don't intentionally go looking for all the tips and tricks to beat it as quickly as possible?
    Very well said. The same goes to the people who exploted the PL system and say things like 'rested exp is not neccessary' and 'leveling is too easy'. The people crying about lack of things to do and lack of difficulty a)play way too much and need other hobbies in their life b) would never be able to get 100% completion in any ff game without a bradygames manual.
    (1)

  5. #5
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    Oct 2011
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    Quote Originally Posted by TheVedis View Post
    So in closing:

    1) add cooldowns on re-entry
    2) raise drop rates only if condition 1 is met
    3) make dungeons actualy dungeons you have to complete, not just a bunch of mobs to skip to fight a boss
    4) more content that isnt boss only in general(darkhold for instance, but with the need to actualy fight stuff inside it)
    5) crafting drops from bosses in addition to the actual gear drops!
    This is, in my opinion, a really good synopsis of ideas that have been thrown about over the last pages.

    I would actually like to use these posts, and points from both sides of the coin, to create an official feedback thread on the subject.

    A task's "difficulty" is a subjective, and debatable thing. It is far from simple define and easy to exclude other people's views when doing so.

    In addition to the suggestions above, valid points have been made by people who do not want to see casual gamers excluded from any content. This is ...you know, fine. Ok, I get that. But the whole game cannot be tailored to those demanding shortcuts from to finish. The term "instant gratification" has been tossed around in this thread and I think its been used well. As has a referrence to the community's [outward] "console gamer" attitude. I believe it was SniperWolf who made the comment that casual gamers are not excluded from content because it is technically challenging, its just, naturally, takes a longer period of time for them to get the hang of a single aspect, due to inherently lower playtimes. If anyting, I would take this one step further and speculate that if "Next-Tier Dungeons" [name tentative ] for example were encorperated, especially later on when patches are becoming more content related then they are currently, casual gamers would find themselves with an ample supply of new and unexplored content to play with. The more serious players may be farming the rewards while the casual community are just finishing their completion runs, when a new event comes out. I understand now is too early to discuss breadth of content; its just hypothetical.

    I believe the way to keep the majority of people happy would be maintain the technical challenge of current content, while reducing our access to it. I think the introduction of 'capping' instances, al la "promyviron-holla" style, would ensure that content already in existance maintains its unique challenge [at whatever level] throughout the entire lifespan of FFXIV. Furthermore, this could be used to sate some discussion in other threads about "Toto-Rak is actually fun if you do it at level 25". A rule of thumb could be introduced whereby the level requirement for entry is 5 levels below the gear rewarded at the end, and the level cap should allow for the equipping of said rewards, but nothing higher. Currently, the definition already exists with regards to Sargas et al. dropping rank 30 equipment in the Maws, for example. This mechanic could even be applied to further content, such as Caravan Escort Missions, Level-Related Main Scenerio Missions, and any other example of a "Duty Commenced." I'm not in any way saying it should be implemented across the board, but for the sake of consistancy the potential would be the to utilise the "Level-Cap" mechanic where ever The Dev Team feel it applicable.

    Earlier, someone mentioned about the complaints concerning item drop rates and made a great point about it being related to the fact that we currently have virtually unlimited access to everything at the moment. I believe the general consensus (spelling? i'm sorry, idk) here is in agreement that drop-rates and alterations to loot-systems should be accompanied by a reduction in this access.

    Item Drops from bosses too came up, with the old system of incorperating crafting materials into their treasure pools a popular option. Especially when considered with the vision of maintaining crafting classes' current niche within the overall game structure.

    All said and much more, actually. If anyone would want to help me construct some form of feedback thread using the previous 12 pages or so, feel free to contact me through these forums, or this thread. Likewise, if any further suggestions from either side spring to mind please keep posting them. More responces means a more accurate summary of the community's view on the subject.

    Thanks to everyone for the contributions so far.

  6. #6
    Player
    Shian's Avatar
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    Aug 2011
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    Gridania
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    Character
    Shian Kiri
    World
    Hyperion
    Main Class
    Machinist Lv 60
    Any content made difficult i.e Not requiring a dice roll but actual skill and not your ability to hold your breath hoping to god that something drops (not Dark Matter pun intended and also not intended) is fine by me.

    Seriously.

    Tired of having this on and off relationship with Final Fantasy XIV where I log in for a new patch, only to finish it within 2 weeks.
    (0)