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  1. #1
    Quote Originally Posted by Cendres View Post
    Tougher content =/= group play though.
    Honestly....it does mean group play sometimes. For example it would be balanced with the idea 8 people will be beating on it, which means you will be destroyed solo, no ifs ands or buts. Tougher content in terms of solo means absolutely nothing but what accomplishment would be given? You beat a solo challenge...hooray? What should you be rewarded with for doing it? Hopefully nothing you'd get for doing tough group content.

    So while it doesn't ALWAYS mean group content, in general game design yes tougher content is indeed group content. Even offline games with tough challenges usually have some form of aide lol.
    (0)

  2. #2
    Player
    Cendres's Avatar
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    Cindrie Estelloix
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    Halicarnassus
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    Quote Originally Posted by Elexia View Post
    Honestly....it does mean group play sometimes. For example it would be balanced with the idea 8 people will be beating on it, which means you will be destroyed solo, no ifs ands or buts. Tougher content in terms of solo means absolutely nothing but what accomplishment would be given? You beat a solo challenge...hooray? What should you be rewarded with for doing it? Hopefully nothing you'd get for doing tough group content.

    So while it doesn't ALWAYS mean group content, in general game design yes tougher content is indeed group content. Even offline games with tough challenges usually have some form of aide lol.
    It may not mean anything to you but to me it would be a great deal. It would mean I can accomplish something on my own time, which is usually pretty sporadic and little at a time. And get some kind of reward for it. I don't care if it's huge or anything but it's nice to have as a gamer that my time is rewarded somehow.

    I do not expect everything to be solo, that would be utterly pointless, I fully expect to group up at some point and especially to obtain the best rewards.

    Honestly people in the recent previous pages have said it far more eloquently then I can already... So I'll refer you to those pages.

    Last notes on this thread for me as my message is completely being muddled and twisted around: The main scenario should containt both solo and group content, with both parts having some challenge. The CURRENT missions are far too easy and are that way so crafters and gatherers could do them, however this will change. I for one am looking forwards to better balanced content and I do not think it is a good idea to follow 100% what the OP suggests but let's meet somewhere in the middle where effort is actually rewarded.

    Quote Originally Posted by Hyrist View Post
    Dragon, Cenders

    So, are the two of you just going to stand here all night fluffing each other's tails or are we going to have some constructive discussion?
    LOL!! ^_^

    I'm going to save myself the headache that is sure to follow and block Dragon. Welcome to my b list it's been lonely anyway.

    Sorry guys I let myself get entangled in that. heee... o/ I'm done.
    (2)
    Last edited by Cendres; 04-20-2012 at 10:23 AM.

  3. #3
    Player
    Hyrist's Avatar
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    Lin Celistine
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    Dragoon Lv 90
    Quote Originally Posted by Elexia View Post
    Honestly....it does mean group play sometimes. For example it would be balanced with the idea 8 people will be beating on it, which means you will be destroyed solo, no ifs ands or buts. Tougher content in terms of solo means absolutely nothing but what accomplishment would be given? You beat a solo challenge...hooray? What should you be rewarded with for doing it? Hopefully nothing you'd get for doing tough group content.

    So while it doesn't ALWAYS mean group content, in general game design yes tougher content is indeed group content. Even offline games with tough challenges usually have some form of aide lol.
    Elexia, I actually have a idea about this, if you'll entertain me. But I would like to keep this on the grounds with the current subject in the thread.

    If you would like to talk about the broader subject of Single vs Multiplayer and difficulty variance awards, I would be glad to follow you to another thread specifically on that topic.

    But for now, could we at least acknowledge that we need to keep the subject in here about Storyline difficulty, multiplayer story and and storyline rewards?
    (0)

  4. #4
    Player
    LillithaFenimore's Avatar
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    Almalexia Nerevar
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    Siren
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    Arcanist Lv 50
    I just don't get why can't both play styles exist in this game. Why does one have to be forced upon another. Why can't their be choice? I still have yet to see anyone answer my question from another post...

    Is one then intentionally trying to force ostracising people because they do not share the same values as another when it comes to gaming? Please provide a legit explanation as to why this is okay? Because frankly, I am just not seeing it or understanding this "party play" only type of view.
    No one has yet to provide a legit explanation of why it's wrong to have options...so still blind here...
    (4)
    "I've never watched a nuclear explosion myself. That's a couple of degrees of stupid above my limit"- Old Man Harris

  5. #5
    Quote Originally Posted by LillithaFenimore View Post
    I just don't get why can't both play styles exist in this game. Why does one have to be forced upon another. Why can't their be choice? I still have yet to see anyone answer my question from another post...
    Problem is, one style can and will overtake the other. Just look at the replies here. "I don't want to solo the main scenario" NO GTFO YOU MASOCHIST! IDIOT! BEHIND IN THE TIMES! MMOS EVOLVED GO AWAY! NO ONE LIKES GROUP PLAY!

    So on. If both styles can exist, why is it so wrong to not let the main storyline be unsoloable when you can already solo 90% of the side quests?

    Not to mention, as much as the XIV community may mock those of us who like XI, they already did "both styles" perfectly:

    Majority of the early missions are soloed, the rest required help, the final fight was almost always a group effort to take down before cap raises.

    Then CoP came out and it was done in a way that even low levels can enjoy an amazing story thanks to level capping. In XIV, you can't even do some with people even if you wanted to because it forces you to be solo due to NPC additions, or in such a low group number you may as well be solo.
    (1)
    Last edited by Elexia; 04-20-2012 at 10:25 AM.

  6. #6
    Player
    LillithaFenimore's Avatar
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    Arcanist Lv 50
    Quote Originally Posted by Elexia View Post
    Problem is, one style can and will overtake the other. Just look at the replies here. "I don't want to solo the main scenario" NO GTFO YOU MASOCHIST! IDIOT! BEHIND IN THE TIMES! MMOS EVOLVED GO AWAY! NO ONE LIKES GROUP PLAY!

    So on. If both styles can exist, why is it so wrong to not let the main storyline be unsoloable when you can already solo 90% of the side quests?
    That is not legit. Who is to say one style can and will overtake the other. The option route hasn't even been tried in this game to assume that. The overly easy solo route has been tried to allow DOH and DOL to play, that obviously will change.

    I still think the difficulty adjustment route for main scenario should be tried here. It hasn't been given a shot. I think when it comes to seeing the story of the world and how our characters fit in it, options here are very much so a plus. Because then party players will have that option to gather together and participate while soloers or light partiers can still have that option and have the difficulty scaled accordingly. I do not see how having this implemented will make one overshadow the other, ESPECIALLY since we are strictly discussing progressing through main scenario and not raids and side quests.
    (4)
    "I've never watched a nuclear explosion myself. That's a couple of degrees of stupid above my limit"- Old Man Harris

  7. #7
    Player
    Hyrist's Avatar
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    Lin Celistine
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    Hello Dulle, it's good to see you here in FFXIV.

    I agree with your idea of the progression of the game's story should not be dependant on the fact that you are with other people. Especially given the multiplayer aspect of storyline content in FFXI was notoriously class specific.

    However, to obtain that sort of solo-friendly content, we probably should be willing to give a little in return. For example, for most casual players, getting through the story is its own reward. Remember how the reward for killing the Archangels in Rize of the Zilart was only achievable if you killed them all together in Divine Might?

    Would you find it acceptable that something similar could be created here - specific rewards only given in the Party-version fight or perhaps higher difficulty fights?
    (4)

  8. #8
    Player
    Duelle's Avatar
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    Duelle Urelle
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    Diabolos
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    Quote Originally Posted by Hyrist View Post
    However, to obtain that sort of solo-friendly content, we probably should be willing to give a little in return. For example, for most casual players, getting through the story is its own reward. Remember how the reward for killing the Archangels in Rise of the Zilart was only achievable if you killed them all together in Divine Might?

    Would you find it acceptable that something similar could be created here - specific rewards only given in the Party-version fight or perhaps higher difficulty fights?
    Long time no see, Hyrist.

    And yes, I find that very acceptable. Getting people for DM was not the hard part per se back when it was relevant, if only because most if not all players benefited from the earrings. The ark pentaspheres that were tied to full moon with clear weather were the horrible timesink, and separate from the task of getting people for it. I can get behind being able to see the story with extra fights correspondent to parts of the story that give rewards to those who take on the fight with a group.

    PS: I really like that sig of yours. XD
    (2)
    Last edited by Duelle; 04-20-2012 at 10:52 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #9
    Quote Originally Posted by Hyrist View Post
    Remember how the reward for killing the Archangels in Rize of the Zilart was only achievable if you killed them all together in Divine Might?

    Would you find it acceptable that something similar could be created here - specific rewards only given in the Party-version fight or perhaps higher difficulty fights?
    This is exactly what I figured SE would do, however they did the exact opposite and forced you to solo or go with NPCs.
    (1)

  10. #10
    Player
    Cendres's Avatar
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    Cindrie Estelloix
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    Quote Originally Posted by Hyrist View Post
    Hello Dulle, it's good to see you here in FFXIV.

    I agree with your idea of the progression of the game's story should not be dependant on the fact that you are with other people. Especially given the multiplayer aspect of storyline content in FFXI was notoriously class specific.

    However, to obtain that sort of solo-friendly content, we probably should be willing to give a little in return. For example, for most casual players, getting through the story is its own reward. Remember how the reward for killing the Archangels in Rize of the Zilart was only achievable if you killed them all together in Divine Might?
    Exactly, thank you. And most very casual gamers don't even need to see the whole story either, and those of us who do have no qualms about preparing for it and marking the day on a calendar. ^^

    **backs back out of thread**
    (0)

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