Quote Originally Posted by Rinhi View Post
that's like... almost double the time an average DF run takes? even with a no DPS healer it shouldn't take that long
Like I said. At most. MOST of the time it's less. So being that 20 minutes is an extreme, then it can be said that as long as people are pushing some buttons and tanking at least one pack at a time, it's not like people are suffering through a full timer.

Quote Originally Posted by Shurrikhan View Post
Interesting strawman, but I'll admit to the low-hanging fruit there.
look.. when you say things like "other games, even other MMO's" it sounds like you're making comparisons.

Quote Originally Posted by Shurrikhan View Post
In what you've quoted, I have not compared XIV to other MMOs, or even other games generally. I compared how we treat the concept of a difficulty curve and in-game situated learning. Anywhere else, its the basis for a good game. Here, it's as often treated as satanic.
The problem isn't that the game gets harder or that people even have a problem with "endgame" being harder though.. the problem seems to be that people don't want ANYONE else to get to that point without requiring them to learn a "standard". The difficulty curve exists and is rewarded in general with faster runs and in certain instances unique loot or opportunities. It's not like the actual progression and layering of elements in the game doesn't have a good ramp up, though admittedly there are some bumps in between say, extreme and normal, but again.. extreme (or savage/ultimatewhatever) content IS that gated content where you need to know the fight to pass in general. I don't think one person here has said that they expect to flop their weight on 7 other people in that content and they deserve a carry or has said that people should do that.

Quote Originally Posted by Shurrikhan View Post
"The endgame experience have more going on than midgame" or "cumulative learning" or "gradually increasing complexity/difficulty" are not new or controversial concepts.

Nor is it is new or controversial to want not to create systems of incentives that will split your playerbase in an increasingly irredeemable fashion, let alone towards some sort of poorly understood quasi-class warfare -- "casuals" vs. "hardcore" who nonetheless overlap, individual to individual, across every criteria] -- as we have here.
Not it isn't.. I don't think anyone said that it doesnt?

Quote Originally Posted by Shurrikhan View Post
Consider: How much of the game is actually presented attractively to a given player, be they the mythical Conny Casual, Eddie Elite, or anyone in between? What does the game do to draw in someone who might not be inherently interested in the combat aspects (which are still some 90% of the game's content, no matter how you cut it)? What does it do to actually let highly anxious people step over the hurdle to enter Extreme trials or Savage, if they want that level of depth, but want to be and feel prepared (besides yet again telling the community to make up the difference on their own)?
Pretty much every single "normal" fight trains you in the basic telegraphs as you progress. Once you get into savages those elements are all jammed together, sometimes with new twists you have to figure out but as death has no real particular punishments they are easily hashed out with trial and error and or actually talking to the other players who IN GENERAL don't have a problem with at least guiding someone towards a good resource if not outright being the resource themselves

Quote Originally Posted by Shurrikhan View Post
Initially, there's little. HoN is a boon, but a small one, because it's neither directly situated nor does it do much to actually draw players' interests. You go if you have that interest. And if you've no such interest despite that its information would have been useful to you, the game, by readies the rut for you. Follow it to have access only to an increasingly narrow span of the game's combat content, replacing such with further social conflict.
It's location near the sastasha entrance and I believe slight sidequest line (it has been a hot minute since I've done it) to seek it out is plenty enough for people who are willing to learn or just curious about what that weird icon on the map is.


Quote Originally Posted by Shurrikhan View Post
For the later gaps, though, there's nothing. You can see all the mechanics symbols likely to be repurposed, but unless the concepts and habits necessary for that later content is centered upon and drawn attention to, however unintrusively, it will click for some --for whom Savage will be presented about as attractively as its sum of actual mechanics, novelty, etc., can be to that individual-- and not for others -- for whom that content will not be given a remotely attractive view.

So, yes, it does have much to do with inclusivity, in the same way that good pedagogical or instructional practices anywhere, even if not necessary for anyone and everyone, still benefit the given community, especially if it's often grouped as one.
So.. you want advertising to pay attention to how to play the game? That's what I'm getting.. but not what other people are posting though.. Other people are suggesting hard gated roadblocks to keep people out of their high level runs and content.

So while it' be nice if people were invited, guided, and included into the "difficult" content, this should not make it so people who never would and have no interest in the first place should have to meet standards, since this would likely kill their interest in the game entirely.