so you're why i keep getting paralyzed in Puppets' Bunker.Even endwalker. the level 90 tank quest for example just tells you to interupt an ability. so i and apparantly quite a few other players were getting frustrated because stuns are interupts and they weren't working.... and the solution to the quest was use a role skill thats basically been obselete since second coil. (minus maybe a handfull of very rare situationally niche uses) and as a result is a skill that 99% (exagerated) of tanks never even have on there hotbars...
MMOs that make the base content too difficult die because they can't sustain a large enough player base to cover development costs and make players feel like there's a thriving community. ("OMG this game only has 100,000 active players it must be trash I quit!")
With MSQ essentially required to progress and unlock all side content (hard or easy), the MSQ itself must remain easy.
You can't keep incrementally raising skill cap as the story progresses because not every player has the same skill potential (especially if there are physical limitations). Players tend to quit when they reach a roadblock to their skill level that prevents them from progressing farther.
There also has to be the desire to improve when those obstacles are met. Someone without that desire isn't going to rise to a challenge.
In the end, this is a game for entertainment purposes and not a self-improvement course. Look for it to be designed for those who want entertainment, not those who want self-improvement. If you're looking for a constant flow of increasingly harder challenges to overcome, this may not be the game for you.
QFTMMOs that make the base content too difficult die because they can't sustain a large enough player base to cover development costs and make players feel like there's a thriving community. ("OMG this game only has 100,000 active players it must be trash I quit!")
With MSQ essentially required to progress and unlock all side content (hard or easy), the MSQ itself must remain easy.
You can't keep incrementally raising skill cap as the story progresses because not every player has the same skill potential (especially if there are physical limitations). Players tend to quit when they reach a roadblock to their skill level that prevents them from progressing farther.
There also has to be the desire to improve when those obstacles are met. Someone without that desire isn't going to rise to a challenge.
In the end, this is a game for entertainment purposes and not a self-improvement course. Look for it to be designed for those who want entertainment, not those who want self-improvement. If you're looking for a constant flow of increasingly harder challenges to overcome, this may not be the game for you.
(That's Quoted For Truth for you youngsters out there.)
Quoting for emphasis.MMOs that make the base content too difficult die because they can't sustain a large enough player base to cover development costs and make players feel like there's a thriving community. ("OMG this game only has 100,000 active players it must be trash I quit!")
With MSQ essentially required to progress and unlock all side content (hard or easy), the MSQ itself must remain easy.
You can't keep incrementally raising skill cap as the story progresses because not every player has the same skill potential (especially if there are physical limitations). Players tend to quit when they reach a roadblock to their skill level that prevents them from progressing farther.
There also has to be the desire to improve when those obstacles are met. Someone without that desire isn't going to rise to a challenge.
In the end, this is a game for entertainment purposes and not a self-improvement course. Look for it to be designed for those who want entertainment, not those who want self-improvement. If you're looking for a constant flow of increasingly harder challenges to overcome, this may not be the game for you.
I'm one of those people who have a limitation and actually did leave the game because I couldn't get past an MSQ point no matter what I did. It wasn't until more than a year later with some recovery and PT that I was able to regain enough processing and reflex speed to get past that point. Even now I find myself having issues at times with mental processing speed and routinely eat mechanics for an amount of time that would horrify "git gud" players. The MSQ and Normal content need to remain easy enough to be challenging, but not painfully so, for the general public; including those with limitations.
I don't begrudge peoples' desires for a challenge. That's why they made EX, Savage, and Ultimate.
Considering duty boss difficulty/ease; yeah, the story builds them up to be very powerful, but it also builds the WoL up to be even more so. We're supposed to be this almighty hero that can defeat all challenges eventually. Don't forget, for a number of those, it's canon that we have help - the fights against the Big Bads in ShB come to mind.
Last edited by Illmaeran; 04-05-2022 at 01:22 AM.
I'd have to note that your encouragement, in a thread I made (as you may recall), contributed toward my persisting with the game despite my thinking that my terribad performance indicated that my best option might have been to quit.Quoting for emphasis.
I'm one of those people who have a limitation and actually did leave the game because I couldn't get past an MSQ point no matter what I did. It wasn't until more than a year later with some recovery and PT that I was able to regain enough processing and reflex speed to get past that point. Even now I find myself having issues at times with mental processing speed and routinely eat mechanics for an amount of time that would horrify "git gud" players. The MSQ and Normal content need to remain easy enough to be challenging, but not painfully so, for the general public; including those with limitations.
I don't begrudge peoples' desires for a challenge. That's why they made EX, Savage, and Ultimate for.
Considering duty boss difficulty/ease; yeah, the story builds them up to be very powerful, but it also builds the WoL up to be even more so. We're supposed to be this almighty hero that can defeat all challenges eventually. Don't forget, for a number of those, it's canon that we have help - the fights against the Big Bads in ShB come to mind.
And loathe as I am to make such a confession in this thread, I'm still bad at it - although I guess I'd have to concede that I'm no longer terribad at least.
I think you could maybe make that excuse before they decided to make every trial and dungeon doable by trust. Now that that is an option, though? There's no reason not to just have an option to tune down the trust version and do that instead. Even the hardest MSQ stuff, like Castrum Fluminis or SoS (which I think is a good level to aim at for trials), is not really hard. It's just not smash the button and win type faceroll, you have to engage your brain cells a bit. And like Kizuya said, there is a point where the mechanics simply fail to convey the threat a boss is meant to possess lorewise. There is only so much you can suspend disbelief. Again, with everything doable via trust, that should take care of any concerns about being able to progress through the MSQ.
When the game's story becomes self-aware:
I've been in max level groups groups with a MCH that never used Hypercharge, a DRG that only repeated True Thrust -> Wheeling Thrust, a GNB that only used Aurora, a SAM that literally just hit random buttons, etc. That is who normal content is balanced around, and to be honest that doesn't bother me at all. I'm fine with harder content being relegated to harder modes. What concerns me is watching core job design be simplified across the board to cater to those types of players.
As far as normal content goes, this has been the case since (and inclusive of) Heavensward, excluding the major story trial. E.g. Shinryu, Hades, Endsinger on launch. I don't really see why they should maintain or gravitate towards incremental difficulty curves for normal mode content. From experience, at any point we've had 'difficult' normal content, people have only ever generally avoided it at all costs. See the number of people trying to avoid anything beyond Weeping City by shafting their own item level. Also referring to Shinryu here where people would go as far as either AFK on entry, or duty leave for a 30-minute penalty on release. Granted, the community has come a long way, but personally, I don't really see many people standing by this directive beyond just platitudes.
Last edited by Kaurhz; 04-04-2022 at 06:08 AM.
To add to this, everyone used to abandon Steps of Faith as well. When I did it for my first time after a 40 minute queue, everyone abandoned and I had to queue up again. After a further 40 minute queue, everyone abandoned once more and I was forced to beg the remaining 3 to stay and let it refill. Once it refilled, it was easy and I could not understand why everyone was so afraid of it.As far as normal content goes, this has been the case since (and inclusive of) Heavensward, excluding the major story trial. E.g. Shinryu, Hades, Endsinger on launch. I don't really see why they should maintain or gravitate towards incremental difficulty curves for normal mode content. From experience, at any point we've had 'difficult' normal content, people have only ever generally avoided it at all costs. See the number of people trying to avoid anything beyond Weeping City by shafting their own item level. Also referring to Shinryu here where people would go as far as either AFK on entry, or duty leave for a 30-minute penalty on release. Granted, the community has come a long way, but personally, I don't really see many people standing by this directive beyond just platitudes.
For almost all of the content with any sort of difficulty, most people wait until it can be done unsynced and farm it then. If you setup a synced party, most of the people who join were expecting it to be unsynced and don't understand what synced is. You have to try to explain what synced is and that it actually requires them to think.
Most people just seem to avoid anything hard. They like turning off their brain. Makes it easier and more efficient to farm whatever they are after.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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