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  1. #9
    Player
    LauraAdalena's Avatar
    Join Date
    Sep 2017
    Location
    Albuquerque
    Posts
    300
    Character
    Carby Adalena
    World
    Siren
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Jojoya View Post
    It is just a game in the long run. People want to relax and have a good time. Most don't find pushing their limits too hard fun or relaxing, they find it stressful instead. It's effort they'd rather save for real life, where it actually matters.

    Once they hit their personal wall, whether from ability or desire, they lose interest and quit. That's not good for the financial health of the game. The less money it makes, the less optional content like true hard modes a company can afford to create.

    Do you really want additional content lost for the sake of pushing a more difficult MSQ? Do you really want it ending up like Wildstar?
    It is just a game, something a lot of people here haven't brought up. However, what I'd like to point out that the experience of other players is directly connected to the combination of their interactions with the content and the player base. Claiming that this is what will keep the game healthy is one thing, but saying that we should let this dumb idea of "if I can't get past it I quit and that's it," be heard more than asking for more difficulty (which, btw, is probably just as unhealthy an attitude for the health of this game as people who are toxic) is not healthy.

    Let's be 100% perfectly honest here. Because there's no way to really gauge personal input, it's very likely that these people can and will leave at the first dungeon they wipe on several times, regardless of if it was their fault or someone who was just as bad if not worse than them, which, despite how easy some of the dungeons before these were, can happen. I know you said you support damage gauge's, but here that's more of an anti-casual opinion there because it's far more likely to scare away the story-only casuals.

    I'd also like to point out supporting those attitudes negatively affects the non-casual experience because they have to deal with the people who don't want to improve, and we have to deal with the easy no-challenge content. And in a multiplayer-focused game there needs to be some challenge to keep the more skilled players (like mid-core) playing the content to help the newer and more casual players to help them get through it. If the casual players leave, they lose a lot of players right. But since you know that is harmful, you should know the opposite is just as harmful. They lose a lot of customers if the mid-core or hardcore players stop subscribing just as well.

    Do you really want content pushed over difficulty? You can't win either way. So they have to pick their middle-grounds very wisely, and I feel like they have even if you don't.

    Also, if they want to not be challenged and not push themselves to be better... they can play a single player game. They can play a visual novel if they really find challenge too much and prefer story. They can watch video playthroughs or streams if they want the story for this game but not the effort they'd have to put in. There's many different options out there.
    (3)
    Last edited by LauraAdalena; 09-24-2018 at 03:34 PM.