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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I understand the psychological element of having something others don't have and feeling special... but frankly... I think it should only be temporarily fed.

    Put another way I played God of War on the hardest difficulty, Dark Souls with the Company of Champions, Witcher 3 with hard mode of Ghost Mod (makes monsters far more aggressive, and smarter, than the base game). Felt good had loads of fun (also took loads of time).

    Then I played Death Stranding on "I am a complete dodo brain" mode (aka 'journalist' mode). Had loads of fun, am thankful the mode existed to allow me to do the vast majority of the content quickly, and roughly fairly easy too. Had, loads, of fun, still.

    Someone who played the hardest mode of those games, or the easiest, that experience is still yours. Doesn't matter if I did it better, or worse, you did your thing I did mine, we both enjoyed it in the end. I feel, while it is a human emotion, that the whole "neener neener" side of us is something to admit, regretfully and not pridefully, but also something that is a real feeling that a game might as well understand exists and fuel some of our negative vices (gambling, etc). But only to relatively temporary applause (ie, few and far between rewards like this, and many rewards may only be temporarily like that).

    The game should focus on making 'memory' experiences by the fun of the game and not by "I got super lucky and you didn't". (So like making the edge of the mountain, where 'end game' is, harder would be fine, but also making that easier, aka more casual friendly, would be good too- even if that is more a function of time). I really don't see the point of making experiences exclusive, so long as you can ensure they're still fun and you don't mess up both styles of player's experiences by splitting yourself down the middle (if you have to pick then generally pick your majority target audience, occasionally but seldom picking the minority, but if you can pick both THEN DO BOTH BECAUSE WHHHHHHYY NOT ). Imo.. lol.
    (8)
    Last edited by Shougun; 10-12-2021 at 03:51 PM.

  2. #2
    Player
    Snorky's Avatar
    Join Date
    Nov 2014
    Posts
    655
    Character
    Akiimi Akagane
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Shougun View Post
    I understand the psychological element of having something others don't have and feeling special... but frankly... I think it should only be temporarily fed.

    Snipped credentials

    Someone who played the hardest mode of those games, or the easiest, that experience is still yours. Doesn't matter if I did it better, or worse, you did your thing I did mine, we both enjoyed it in the end. I feel, while it is a human emotion, that the whole "neener neener" side of us is something to admit, regretfully and not pridefully, but also something that is a real feeling that a game might as well understand exists and fuel some of our negative vices (gambling, etc). But only to relatively temporary applause (ie, few and far between rewards like this, and many rewards may only be temporarily like that).

    The game should focus on making 'memory' experiences by the fun of the game and not by "I got super lucky and you didn't". (So like making the edge of the mountain, where 'end game' is, harder would be fine, but also making that easier, aka more casual friendly, would be good too- even if that is more a function of time). I really don't see the point of making experiences exclusive, so long as you can ensure they're still fun and you don't mess up both styles of player's experiences by splitting yourself down the middle (if you have to pick then generally pick your majority target audience, occasionally but seldom picking the minority, but if you can pick both THEN DO BOTH BECAUSE WHHHHHHYY NOT ). Imo.. lol.
    I wanted to speak to this a bit more as example because what you are saying is true and does breed a undesirable element to the players base. Example a FC I just left advertised hey we will help you get a mount. I joined was told we farm those on a certain day at a certain time. So when it was posted in discord I said hey I will join with my job I am leveling was told no we are only doing HW mounts my current job wasn't ready for that yet so I was effectively cut out. But I wouldn't have joined this FC to begin with if I had known. 2nd after the stipulations were announced they put up the rules 'unless you were a core member" they would all get mounts first then everyone else. WoW just wow, this is the type of attitude poor rng breeds. I am sure once they got those mounts the rest of us who participated would have been put on the back burner. This is no way to run a FC, it should be done by lots or drawing numbers at least that would have made it fair for all, as it is rng is not great. So yes bad rng is bad and breeds this type of toxic behavior that uses others to obtain that elusive shiny that in the end means nothing, it doesn't feed, clothe or put a roof over your head. It becomes not fun. I don't mind rng but not to the point it makes people act like gluttons.
    (3)
    Enjoy Life you only get one.

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