What, like Kazzak vs Stormwind? No thanks. It's a funny story, but it's really bloody annoying to actually try to play through.
What, like Kazzak vs Stormwind? No thanks. It's a funny story, but it's really bloody annoying to actually try to play through.
You can always just add risk yourself. Everytime you die in the game, smash one of your fingers with a hammer. Then you can proudly say the game isn't safe and you aren't a care bear.This game is pretty safe content wise. Is there a way we couldd introduce bigger content with higher risk? You would gain a better reward. I dunno, I find doing content sometimes has no real value because there is no real risk to it, just spam it and BOOM.
I wonder if it's possible without the care bears getting to upset.
As much as I would like to see some challenge come back into the general play, Its probably gonna take a major shift in design philosophy for it to happen.
As overall the more I have looked at things, the more it seems like there isn't the depth and/or complexity in the game to really allow for difficult content. It comes down to if the difficulty is seen as challenging or punishing. And so far, most of the more difficult content trends to the punishing side instead of the challenging side. Challenging games are usually quite fun, punishing games get shelfed in a hurry.
What does being a "care bear" have to do with anything? Oh gosh, have I stepped into a raider vs casual thread?
Risk? Doubt much of that will be added. The game is already rife with conveniences. The playerbase will simply not have it.
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"Care bear", you keep using that word. I don't think it means what you think it means.
Care bear is basically an inflammatory slang PvP players use when they talk about people who are not into PvP, not "casual scrub", no matter how much you can get that picture from how PvP users use that term. So to bring that term into this feels misplaced?
However, there is already punishing content such as PotD/HoH and Eureka that punishes you for dying, needless to say, at least in Eureka, this isn't popular at all and to put it into main-content would likely cause more harm than good, and if you want punishing mechanics I would rather look into Diablo-like instead of WoW-like MMORPGs that are built with systems like these in mind.
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Good.
I played Diablo III on hardcore and the end was always the same: some instagib combo I could do nothing against or some random lag spike.
Yeah not interested in these things in online games.
As an option? Sure.
Tied to penultimate rewards? No thank you.
Idk, I enjoyed the random chaos of early WoW... Yes, even the Blood Plague.What, like Kazzak vs Stormwind? No thanks. It's a funny story, but it's really bloody annoying to actually try to play through.
Hum... let me think about it a little... thanks but no.
Between trolls, bad players and entitled pseudo-pgm, thanks but I will pass.
That's lazy and poor game design. The player is more than capable of adding such difficulty if they wanted it. Pick something with some challenge and add a penalty for not completing certain goals. Doing weekly savage runs? Restart from the first floor if you wipe on any of the above floors. You could toss away a large sum of gil if you die or prevent yourself from rolling on loot (assuming it's entirely your fault) while doing savage weeklies or EX farm parties.
And it wasn't even implemented properly. Unless you were in a dead instance or ventured far into the map on the first day, you had to go out of your way to get deleveled. Imagine if they made it an automatic loss of xp on death.
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