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  1. #11
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Penthea View Post
    How can the general playerbase be below average skill? The general playerbase are the bulk of the player population. You have just said the average player is below average skill.

    Also that's not something wrong with the game, that's something wrong with people. You find bad players who don't listen in every multiplayer game.
    The general playerbase certainly feels below average overall MMORPG player skill. This is a subjective opinion based on playing well over 10 different MMORPGs for over 10+ years.

    You can say that it's the players fault, but you'd be dismissing SE's complete and utter failure to actually help the playerbase to become better. They've nerfed content they shouldn't have, they waited entirely too long to build a hall of novice, and have yet to create a relevant end game level one.

    Quote Originally Posted by ko_ View Post
    Thank you. I wish I said this.
    Why? Half of the stuff he said was nothing but juvenile exaggeration.

    We wanted FATEs to be relevant again: Diadem; cue whining.
    No - People wanted FATEs to be a viable leveling path compared to dungeons. It's not. People did not want FATEs to be relevant a la end game content.

    We wanted the raid storylines to be accessible to everyone: Normal and Savage; cue whining because "MUH GATING".
    I don't quite understand what this one is talking about. There are some issues that having a multiple difficulties causes, but gating, not sure that's even a relevant one.

    We wanted harder raids: Midas; cue whining because "TOO HARD". Complaining about the raids being too hard: Omega; now it's "TOO EASY, WE'RE CLEARING ON DAY ONE!!"
    Raids have consistently had a difficulty curve issue since day 1. It's just become more and more apparent over the years. It's not about being too hard/easy, it's about having stupid jumps, poor tuning, and simply not large enough sample sizes to create a well tuned curve.

    Harder fight? Ultimate; whining because "TOO HARD! AND WHY DO I HAVE TO CLEAR SAVAGE FIRST?!?!?!"
    Ultimate isn't obnoxious because it's hard. It's obnoxious because it was too long of an endurance test. I'd much rather have a ridiculously challenging 10 minute fight than a very challenging 20 minute fight. The raiding community at large is almost nearly unanimous in that feedback and agree that clearing savage is not an issue.

    Don't want to level alt jobs? Role skills; "WHY DID THEY TAKE HALF OF MY CLASS SKILLS AND I ONLY HAVE 5 SLOTS!!"
    Role class feedback is another example that's been pretty uniform in feedback. People didn't like leveling jobs they weren't interested in playing to acquire beneficial skills. Not to mention, leveling alts can be a very tedious experience due to lack of MSQ to increase pace. Removing job skills and moving to role slots was also pretty widely accepted to be awful.

    Want whole new content and the XI players want open-world NMs? Eureka "BUT IT'S TOO BRAINLESS".
    Eureka is brainless. Full stop. That's valid feedback, and feedback that's pretty mainstream. They could have easily ADDED content inside Eureka that wasn't mindless for people who like to be engaged, but instead they were comfortable leaving it as strictly derivative content. People liking it because it's "relaxing" and allows them to chat with friends shouldn't confuse professional developers.

    Complaining about the Relic/Anima having too many steps? Eureka, again, just do the crystal farming, the relic was always supposed to be a grind weapon in contrast to the raid weapon.
    Just because it was "always" supposed to be XYZ, doesn't mean the devs are right. They made 1.0. That was an unmitigated failure. They made Diadem and LoV, etc. etc. They're not beyond making bad decisions. I would LOVE for alternatives to acquire a relic weapon via harder/more engaging content. So would others.

    It was trivially easy for me to offer a reasonable rebuttal for nearly every comment made by that poster, so by agreeing with them, you're only solidifying that you think that juvenile analysis is in any way shape or form valuable.

    To be extremely fair. Every ff game is linear tho so SE isnt doing anything they don't do.
    You kind of already covered this with the other poster, but that's not a good thing lol and only further substantiates the OP and demonstrates that they lack the ability to change/pivot/innovate.

    Quote Originally Posted by HyoMinPark View Post
    That being said, some gear builds and substats do affect some jobs quite a bit - take away 1,000 Crit from a BRD, and they aren't exactly happy. There are actually a couple of different BiS sets for several jobs out there, usually tuned to preference. BRD has 4 different ones in Sigmascape.

    I wish stats mattered in more than just Savage/Ultimate content.
    Sure taking that crit from a BRD sucks because less procs, but at the end of the day, it's a binary decision. Crit is always better than everything else for a BRD. There's never a decision that says if you have X or need Y, then Z becomes more valuable. That means that in effect, you could quite literally get rid of gear and bake that crit gain effect into any other system and gameplay would be identical.

    That's why gear/itemization in this game is an issue.

    Quote Originally Posted by ko_ View Post
    Oh ofcourse it doesn't have to be like that, not at all. :O But sadly they aren't at a point to change that design. And I don't see them changing it just cause wow does sadly. SE may have changed from when 1.0, but like sega they are still VERY stuck in their ways.
    If I was a professional developer I'd HATE to be lumped in with SEGA lol. I loved SEGA as much as anyone, but how far have they fallen...
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    Last edited by KaldeaSahaline; 08-11-2018 at 04:09 AM.

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