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  1. #1
    Player
    Jojoya's Avatar
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    Jojoya Joya
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    Quote Originally Posted by Shurrikhan View Post
    Parentheticals my own, to ensure I'm understanding your retorts to Diva here. Emphasis (underline) also my own.

    There are plenty of games that already profit plentifully by attracting players who are too tired to think. Find them on Steam. Find them on Google Play. There's a veritable trove of them.

    So why do we need to increasingly turn XIV into Candy Crush? The relaxing parts are already there, and most investment in system design (Trusts, for instance) have increasingly catered to (made further allotments for) that span of players.
    My discussion with Diva began after a reply i made to another poster talking about a comment Ion Hazzikostas made about his intent for WoW game design and how THINK was important to it. That's why I keep using that specific term.

    Who's trying to turn FFXIV into Candy Crush? I don't see anyone trying to do that.

    I'll repeat the same thing I said at the start of the thread and again later.

    You cannot teach people who are not interested in learning. You cannot get people to improve who have no interest in improving.

    Human beings just don't work that way. The desire to learn and improve must come from within. Try to force it on them and you start generating resentment and hostility.

    That's why games, especially those trying to reach large audiences, almost always come with some form of difficulty levels to all or part of content. You've got the base level that should be possible for anyone to complete. You've got the moderate difficulty levels for those who want a bit more of a challenge. You've got the highest difficulty levels for those who want to THINK, as that one poster put it.

    There is nothing that SE can do that will get the player who's happy at the base level to up their game play to the moderate level. It's the player who has to decide they want to make that change.

    Quote Originally Posted by Shurrikhan View Post
    Again, when the game was released, dungeons as a content type included instances which could appeal to those looking for more than just a relaxing experience (i.e., those who actually wanted to engage with the systems of the game at a level that'd give those systems pertinence). Because the game has done so little to increase its efforts to facilitate learning even as the number of pieces of content have increased twofold, threefold, fourfold, content types have, in effect, begun to exclude player interests they used to include. "You want cognitive engagement? Go fight in a boss arena. You want depth in a job kit? Sorry, but you'll have to find something other than MCH now, no matter how that aesthetic may be your favorite. We don't serve your kind here anymore."

    The kind of exclusion you're fearing is what's been subtly happening over the last 7 years, with some points of change far more noticeable than others, to those you'd accuse of encroaching on your preferred style of content design.
    It sounds more like you're concern is one of content design than of player behavior. That's a different topic.

    As for job kits having depth, there's a point where more buttons stops adding depth and starts creating bloat. It's a real problem in MMORPGs where character levels keep increasing and developers have to work to keep the bloat under control. That's another topic that deserves a separate thread.
    Quote Originally Posted by Shurrikhan View Post
    Yet you can first get people interested in learning. See the differences between when education does and does not work.
    SE is a game development and publishing company. They are not educators. It's not their responsibility to get people interested in learning.

    Quote Originally Posted by Miracle_Diva View Post
    I was literally replying to your own comment.
    Even if Game companies are profit driven, doesn't mean that they have to cater towards everyone. Just the majority. If you want something specific, there're plenty of games that are made for "tired" people where you don't need to think.
    FFXIV is an MMO. A game, where you WILL encounter other players and you WILL engage in activities with them. It's up to YOU to do your best (no, it's doesn't mean you need to perform like everything is at Ultimate level play, I'm so tired of repeating this, I don't understand why you people are so dense) to provide your support for your team, which includes doing your job as DPS/Tank/Healer. This doesn't mean that you have to be top parser score in anything you do. This means that you have to respect others' time the same way they respect yours. Therefore not being lazy.
    This thread was started with an idea to add more tools to teach people literal basics. You will be surprised how many players out there want to learn the game, their class and not just mush random pretty buttons. Especially new players.
    For some reason, part of this community thinks that you are allowed to be a burden for your team. If you're not interested in learning, it's fine, no one is forcing you. But you also need to avoid forcing others to work twice as hard because they didn't pay their sub to carry you through content. (And I don't mean You Jojoya, specifically, just in case)
    And my comment had been in response to that other poster. You're removing context when you take that out of the discussion.

    You're right. It's up to the individual player whether or not they are going to do their best. You cannot force them to do their best. I cannot force them to do their best. SE cannot force them to do their best. Only they can make that choice.

    The problem you're ignoring is that you lack information that will let you know what that other player's best is. Are they disabled in some way? You have no way of knowing that. Are they running the game on a potato PC barely meeting system requirements from a low speed internet hotspot? You have no way of knowing that.

    They may very well be trying their best even if it doesn't look that way to you.

    What you can do is decide whether or not you want to be in a party with another player who doesn't meet your personal standards. You can try to get the rest of the party to agree to remove the player, or you can leave on your own. I've left parties when there was literally a player who was not trying. I'm talking not even doing a single or 2 button mash, I mean just following the party at a distance usually making stupid comments. The rest of the party wanted to carry that person and wouldn't agree to a kick so I left.

    But those situations are so extremely rare. Most of the time, everyone in the group is contributing to a reasonable degree. Maybe a dungeon will take 25 minutes instead of 15 minutes? Doesn't bother me as long as everyone's got a good attitude about things.

    Why are we trying to get SE to divert development resources that could be used for improving job depth, creating new dungeons, etc. just to try to force a tiny percentage of problem players to change that have no interest in changing?
    (0)
    Last edited by Jojoya; 07-17-2021 at 09:04 PM.

  2. #2
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Quote Originally Posted by Jojoya View Post
    You cannot teach people who are not interested in learning. You cannot get people to improve who have no interest in improving.
    Yet you can first cause people to be interested in learning.

    See, for example, the differences between when education does and does not work.

    Human beings just don't work that way. The desire to learn and improve must come from within.
    Is it inborn? Are some just inherently and permanently incapable of that desire, and therefore of learning or improvement? If not, see above.

    Try to force it on them and you start generating resentment and hostility.
    That's quite a false ultimatum.

    That's why games, especially those trying to reach large audiences, almost always come with some form of difficulty levels to all or part of content.
    Yes. Would you agree that it is better to give access to a greater span of difficulty levels?

    Let's put it this way:
    • Content Type A (Battlecraft Leves, let's say) includes elements 1-2.
    • Content Type B (Trust dungeons) includes elements 1-4.
    • Content Type C (Squadrons, perhaps) includes elements 1-5.
    • Content Type D (Guildhests) includes elements 1-3 and 6-7.
    • Content Type E (a DF dungeon with no melee, no need for Rescue- or Bard-taxi-ing, and all players mostly follow the same actions as trust NPCs) includes elements 1-8.
    • Content Type F (a DF dungeon with no melee and more normal players) includes elements 1-10.
    • Content Type G (a DF dungeon, normal, with melee so positioning double matters) includes elements 1-11.
    • Content Type H (Bozja/Eureka) includes elements 1-3, 5, and 12.
    • Content Type I (PotD/HoH) includes elements 1-3, 5, and 12-13.
    And so forth. There's just different amounts of "stuff" to actually interact with in any of those given modes.

    The complaint is less that Content Type F, for instance, is too easy so much as just that it its designs are increasingly constrained, wasting much of its potential.

    In part that comes from stagnating expectations, such as that everything in content type F must be interchangeably [<trash pack x4, boss> (Repeat x3)].

    In other cases it comes from parts of the experience being outright trimmed just because the game couldn't be bothered to teach how it might be used (example: CC, if you haven't joined the game too late to know what that was) -- and thus Content Type G, for instance, is increasingly trimmed until it has only a total of 7 elements' worth of "stuff" available to interact with. That latter point is the main issue:
    • Why have CC when people can't be bothered to learn how to use it? (Don't worry; it's basically gone now.)

    • Why have decently interest DPS rotations available to healers if they might overwhelm the bottom 10%? (Don't worry; they're gone now.)

    • Why experiment with remotely deep mechanics like Heat Gauge if the lowest-common-denominator won't understand how to utilize them? If things start getting complex, it's not like we can be bothered to write clear tooltips, let alone explain our own mechanics. (Don't worry; they're gone now.)

    • Why have synergetic oGCDs when people can't be bothered to learn how they synergize? (Don't worry; they're mostly gone now.)

    • Why have choiceful utility if either (A) it takes more work than just what sounds good on a job preview to balance for depth in practice or (B) people might oversimplify instruction into "you only want Balance" anyways? (Don't worry; it's gone now.)
    Welcome to the already large graveyard that zero efforts made to facilitate and incentivize player learning, per your suggestions, would only expand further.

    Quote Originally Posted by Jojoya View Post
    SE is a game development and publishing company. They are not educators. It's not their responsibility to get people interested in learning.
    In learning their game? Yes it is. It absolutely is.
    (9)
    Last edited by Shurrikhan; 07-18-2021 at 01:03 AM.

  3. #3
    Player
    Jojoya's Avatar
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    Jojoya Joya
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    Quote Originally Posted by Shurrikhan View Post
    In learning their game? Yes it is. It absolutely is.
    No, it isn't. They are not responsible for whether or not a player wants to learn.

    Is it their responsibility to provide tools to help the player who does want to learn? Yes, and they've done that.

    The link to the Play Guide on Lodestone is default to the UI when you start a new character and log in. You have to manually disable it in Character Customization.

    They added the Hall of Novices to explain the basics of group play.

    Skills get added slowly so players can get used to them and learn them in an appropriate order for the most part.

    Mechanics gradually get added so players can learn those.

    SE has done their due diligence when it comes to making tools to learn basic game concepts available.

    It is still not their responsibility to force the player to learn.
    (0)

  4. #4
    Player
    Miracle_Diva's Avatar
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    Quote Originally Posted by Jojoya View Post
    No, it isn't. They are not responsible for whether or not a player wants to learn.
    Yes, it is their responsibility to make sure that people can enjoy the game to the fullest, otherwise they waste their resources on making harder content if literally no one would want to be bothered to learn.
    Is it their responsibility to provide tools to help the player who does want to learn? Yes, and they've done that.
    Those are outdated.

    They added the Hall of Novices to explain the basics of group play.
    Yes. But some people still refuse to do their job.
    Skills get added slowly so players can get used to them and learn them in an appropriate order for the most part.
    Yes and Skills added slowly, because it's how any MMO shows your character growth. Plus every new expansion they add more or rework the old ones.
    Mechanics gradually get added so players can learn those.
    But basic mechanics are not really explained and some people, even on cap level, still don't know those.
    SE has done their due diligence when it comes to making tools to learn basic game concepts available.
    Outdated.
    It is still not their responsibility to force the player to learn.
    Apparently they believe that players will have interest in learning more and overcoming difficulties. I think, in Asia, players don't really have problem with learning more and getting better?
    (4)
    Last edited by Miracle_Diva; 07-17-2021 at 09:31 PM.

  5. #5
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    Fland's Avatar
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    Fraemoht Grehaerzsyn
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    Quote Originally Posted by Miracle_Diva View Post
    Yes. But some people still refuse to do their job.
    I mean if those people already have that mentality then there's nothing SE can do about it, no matter what training features they add.
    (2)

  6. #6
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    Miracle_Diva's Avatar
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    Quote Originally Posted by Jojoya View Post

    The problem you're ignoring is that you lack information that will let you know what that other player's best is. Are they disabled in some way? You have no way of knowing that. Are they running the game on a potato PC barely meeting system requirements from a low speed internet hotspot? You have no way of knowing that.
    That's not really SE's problem. While I would agree that we need more tools to help disabled players, no need to assume that everyone is disabled. Potato PC is really a player's problem. And it's also what's holding SE's hands tight when it comes to adding more functions or expanding features.
    They may very well be trying their best even if it doesn't look that way to you.

    What you can do is decide whether or not you want to be in a party with another player who doesn't meet your personal standards. You can try to get the rest of the party to agree to remove the player, or you can leave on your own. I've left parties when there was literally a player who was not trying. I'm talking not even doing a single or 2 button mash, I mean just following the party at a distance usually making stupid comments. The rest of the party wanted to carry that person and wouldn't agree to a kick so I left.
    And I don't disagree with you on this one. What's mindboggling here is that some people think that it's fine being lazy. It's simply disrespectful to everyone. And it's not about my personal standards. For some reason it's fine to be lazy and disrespectful, but asking the said player to work with others and stop holding everyone back is not.
    But those situations are so extremely rare. Most of the time, everyone in the group is contributing to a reasonable degree. Maybe a dungeon will take 25 minutes instead of 15 minutes? Doesn't bother me as long as everyone's got a good attitude about things.
    While it's fine to spend a bit more time than on some duty, if you start having more and more of those runs (and you will because of players influx), this additional time spent in a duty will accumulate into hours and days, you just don't feel it yet. The quality will drop. Even for defenders of lazy players.
    Why are we trying to get SE to divert development resources that could be used for improving job depth, creating new dungeons, etc. just to try to force a tiny percentage of problem players to change that have no interest in changing?
    It's not tiny. 14 "teaching system" is very outdated. It needs improvement. Right now people are not bothered to learn because everything is so simple. Until you actually get to harder content and get "gated" from it because people there want to actually clear stuff and get rewards.
    Quote Originally Posted by Fland View Post
    I mean if those people already have that mentality then there's nothing SE can do about it, no matter what training features they add.
    It's fine, let them be then. Just don't let them ride your back when you meet those unless you're fine with that.
    Altho, if we had a better teaching system that would interest players to learn, it's only a benefit for everyone. You still won't need to be the best, you will just have more knowledge about things, thus create good habits for yourself.
    (2)
    Last edited by Miracle_Diva; 07-17-2021 at 09:51 PM.

  7. #7
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    Quote Originally Posted by Miracle_Diva View Post
    It's fine, let them be then. Just don't let them ride your back when you meet those unless you're fine with that.
    Altho, if we had a better teaching system that would interest players to learn, it's only a benefit for everyone. You still won't need to be the best, you will just have more knowledge about things, thus create good habits for yourself.
    Yes I don't let those people bother me. The last time I found myself in a duty with an ice mage who just spam freeze over and over again, I just left and move on.
    People who have no interest to learn from the beginning won't suddenly learn to do their job with any new training system they add. Ice mages will still be ice mages, heal only healers will still just healing only.
    Sure it might help people who already trying to learn their job to be even better, but it won't help solve the issue with a lot of extreme examples provided by the people here.
    (0)

  8. #8
    Player
    Miracle_Diva's Avatar
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    Quote Originally Posted by Fland View Post
    Yes I don't let those people bother me. The last time I found myself in a duty with an ice mage who just spam freeze over and over again, I just left and move on.
    People who have no interest to learn from the beginning won't suddenly learn to do their job with any new training system they add. Ice mages will still be ice mages, heal only healers will still just healing only.
    Sure it might help people who already trying to learn their job to be even better, but it won't help solve the issue with a lot of extreme examples provided by the people here.
    That doesn't mean that we don't have to try and bring "help" to those who are interested.
    (3)

  9. #9
    Player
    Fland's Avatar
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    Quote Originally Posted by Miracle_Diva View Post
    That doesn't mean that we don't have to try and bring "help" to those who are interested.
    The thing is, the ones whom people are complaining about mostly in this thread, OP included, are not those who are interested in learning/training.
    In OP's list for example, we have no-damage healer, single-target DPS in a group of mobs, and max level BLM with fire 1 rotation.
    If those people are interested in learning their job, they won't be doing those things in the first place.
    (0)

  10. #10
    Player
    Miracle_Diva's Avatar
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    Quote Originally Posted by Fland View Post
    The thing is, the ones whom people are complaining about mostly in this thread, OP included, are not those who are interested in learning/training.
    In OP's list for example, we have no-damage healer, single-target DPS in a group of mobs, and max level BLM with fire 1 rotation.
    If those people are interested in learning their job, they won't be doing those things in the first place.
    You need to start realizing that not the entire community reads forums or ever enters it. Some people might just not know. In any case, we need to update the outdated teaching tool or add in game guides or whatever. There will be people who find it useful. If someone doesn't need it, they can just avoid it. No one gets hurt in the end.
    (2)

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