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  1. #11
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Deveryn View Post
    I don't miss Kaiten I don't understand the sadness over an extra step being eliminated.
    Its not just an "extra step." It gave us some form of resource management outside of spamming shinten and it flowed well into our iajutsus. Also sam mains are not just upset over kaiten. Its the auto crits as well that has essentially removed the fun out of getting big hits since the auto crits now hit like wet noodles. Sorry that we want sam to be slightly complex....
    (8)

  2. #12
    Player KizuyaKatogami's Avatar
    Join Date
    Feb 2021
    Posts
    3,472
    Character
    Kizuya Katogami
    World
    Cerberus
    Main Class
    Conjurer Lv 81
    Quote Originally Posted by Ralphe2449 View Post
    Because this isnt early 2000s anymore.

    The gaming landscape and playerbases have changed, a lot more people prefer to play mmorpgs solo.
    This is such a contradiction of the meaning of the term though. Mmo means massive multiplayer online. Why would you come to a multiplayer online game and want to play alone? That’s like going to a pizza place and ordering a taco lol. Single player rpg’s exists, many of them. Those are available but i’ll never understand people who complain or come into the game wanting it to be a solo experience. It’s an MMO. Not just an rpg.
    (10)

  3. #13
    Player

    Join Date
    May 2022
    Posts
    172
    Quote Originally Posted by KizuyaKatogami View Post
    This is such a contradiction of the meaning of the term though. Mmo means massive multiplayer online. Why would you come to a multiplayer online game and want to play alone? That’s like going to a pizza place and ordering a taco lol. Single player rpg’s exists, many of them. Those are available but i’ll never understand people who complain or come into the game wanting it to be a solo experience. It’s an MMO. Not just an rpg.
    If more and more people prefer to play mmorpgs with a solo playstyle the technical definition of the mmorpg genre is irrelevant.

    Unless you choose to worship a genre definition rather than the reality of what people enjoy.


    Quote Originally Posted by Kolsykol View Post
    Why do you want the gear if you dislike high end group content so much?
    The reason why you even want Savage gear is to do more Savage, so if you don't enjoy it then I don't understand the point.
    You're not being forced to do anything?
    Because there is something called power progression that many people enjoy for the sake of it, not because they need it to do something, we simply like numbers go up
    (1)
    The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
    The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.

  4. #14
    Player
    DormantOne's Avatar
    Join Date
    Apr 2022
    Posts
    11
    Character
    Xeras Sar
    World
    Goblin
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Ralphe2449 View Post
    Because this isnt early 2000s anymore.

    The gaming landscape and playerbases have changed, a lot more people prefer to play mmorpgs solo.

    Single player games cannot ever suffice because your character is dead and gone when the game ends, people dont see your character, the grind is limited.

    Meanwhile in mmorpgs you have a never ending story, never ending grind, you get new cool things after few months to grind and get, your character will forever exist as long as the game goes and other people in the world can see them, and you also have never ending power progression since it resets every few months, it keeps you busy like no single player game will ever achieve.

    More importantly you dont have to mentally exhaust yourself dealing with certain idiotic or drama filled statics and other people or limit yourself to specific raid hours, you can just relax and enjoy the game. Plus you dont have to suffer doing the mechanics flawlessly and seeing someone else screw it up for the 5th time causing a wipe.

    Only reason i bother with high end group content these day is because i am FORCED TO because of the gear rewards, otherwise I would only touch raids for the occasional fun, not something i would do often.

    Many of us enjoy the "competition" of mmorpgs in terms of performance, but we are not interested in the actual people, we want people to exist, but we dont want to deal with them or chat, they exist to improve our game experience, nothing more.
    Well said imo
    (0)

  5. #15
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Ralphe2449 View Post
    If more and more people prefer to play mmorpgs with a solo playstyle the technical definition of the mmorpg genre is irrelevant.

    Unless you choose to worship a genre definition rather than the reality of what people enjoy.
    I just think it sounds very illogical to play a game who's genre contains the word multiplayer in it, and expect, demand, or want an entire single player experience or for the developers to cater to a single player experience. It would be like playing a FPS game, with the expectation and demand that there will not be any weapons used to shoot things.
    (1)

  6. #16
    Player
    Moonsprite's Avatar
    Join Date
    Feb 2019
    Posts
    117
    Character
    Evie Serenity
    World
    Coeurl
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ralphe2449 View Post
    Because this isnt early 2000s anymore.

    The gaming landscape and playerbases have changed, a lot more people prefer to play mmorpgs solo.

    Single player games cannot ever suffice because your character is dead and gone when the game ends, people dont see your character, the grind is limited.

    Meanwhile in mmorpgs you have a never ending story, never ending grind, you get new cool things after few months to grind and get, your character will forever exist as long as the game goes and other people in the world can see them, and you also have never ending power progression since it resets every few months, it keeps you busy like no single player game will ever achieve.

    More importantly you dont have to mentally exhaust yourself dealing with certain idiotic or drama filled statics and other people or limit yourself to specific raid hours, you can just relax and enjoy the game. Plus you dont have to suffer doing the mechanics flawlessly and seeing someone else screw it up for the 5th time causing a wipe.

    Only reason i bother with high end group content these day is because i am FORCED TO because of the gear rewards, otherwise I would only touch raids for the occasional fun, not something i would do often.

    Many of us enjoy the "competition" of mmorpgs in terms of performance, but we are not interested in the actual people, we want people to exist, but we dont want to deal with them or chat, they exist to improve our game experience, nothing more.
    You don’t get lonely playing this way? I think it’s good to have some solo content for the people who enjoy it, but you don’t actually want to do everything without grouping or being with other people, do you? I don’t mind the MSQ being redone with trusts or people able to solo some parts of relics, but raids and trials should still be group content imo. There is already a gearing path people can choose with tomestones that can be farmed without grouping using trusts. You can even do solo hunts for nuts to upgrade that gear. I don’t want them to take away my raids, trials, relic groups because solo players feel forced to group
    (1)

  7. #17
    Player

    Join Date
    May 2022
    Posts
    172
    Quote Originally Posted by IdowhatIwant View Post
    I just think it sounds very illogical to play a game who's genre contains the word multiplayer in it, and expect, demand, or want an entire single player experience or for the developers to cater to a single player experience. It would be like playing a FPS game, with the expectation and demand that there will not be any weapons used to shoot things.
    If said FPS game ends up increasingly having more and more people who prefer to play with melee only weapons instead of guns maybe it is time to start asking yourself why it attracts more of such players and less gun focused players, cuz something is going on there.

    Unless of course you want to ignore reality to follow some old outdated strict word definition their school/parents taught them.

    Like I said, many of us enjoy mmorpgs with a solo mindset for many reasons, one of the most important being "numbers go up" meaning max gear is wanted because that is a way for "numbers go up" and that is fun, seeing yourself do better than others is fun, that requires others to exist, but does not require me to interact with them.

    Quote Originally Posted by Moonsprite View Post
    I don’t want them to take away my raids, trials, relic groups because solo players feel forced to group
    And this is where the solution is extremely simple yet players make it hard.
    Give solo players a gradual difficulty solo designed deep dungeon where at the near max floors you get savage tomes and unique titles or anything similar really.

    The solution is very simple, it gives everyone a path to max gear, yet players, typically raiders complain about how that devalues their speshiul raid gear or that they ll be forced to do the deep dungeon too which makes the easy solution suddenly hard.
    Now they could make the savage tomes drop only once per week so you either get it from raid or the deep dungeon but never both, but this doesnt stop the raiders crying about how their gear is not as special anymore cuz "dirty solo players" can get it too which is a player created problem.
    (1)
    Last edited by Ralphe2449; 05-09-2022 at 12:27 PM.
    The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
    The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.

  8. #18
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Ralphe2449 View Post
    If said FPS game ends up increasingly having more and more people who prefer to play with melee only weapons instead of guns maybe it is time to start asking yourself why it attracts more of such players and less gun focused players, cuz something is going on there.

    Unless of course you want to ignore reality to follow some old outdated strict word definition their school/parents taught them.

    Like I said, many of us enjoy mmorpgs with a solo mindset for many reasons, one of the most important being "numbers go up" meaning max gear is wanted because that is a way for "numbers go up" and that is fun, seeing yourself do better than others is fun, that requires others to exist, but does not require me to interact with them.

    I follow the definition of words, because those definitions are how we communicate using languages. When you use a word but have a different interpretation of that word in your own head, no one is going to understand what you are talking about. It is not a mind set, it's English in this case...
    (4)

  9. #19
    Player
    Moonsprite's Avatar
    Join Date
    Feb 2019
    Posts
    117
    Character
    Evie Serenity
    World
    Coeurl
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ralphe2449 View Post
    If said FPS game ends up increasingly having more and more people who prefer to play with melee only weapons instead of guns maybe it is time to start asking yourself why it attracts more of such players and less gun focused players, cuz something is going on there.

    Unless of course you want to ignore reality to follow some old outdated strict word definition their school/parents taught them.

    Like I said, many of us enjoy mmorpgs with a solo mindset for many reasons, one of the most important being "numbers go up" meaning max gear is wanted because that is a way for "numbers go up" and that is fun, seeing yourself do better than others is fun, that requires others to exist, but does not require me to interact with them.


    And this is where the solution is extremely simple yet players make it hard.
    Give solo players a gradual difficulty solo designed deep dungeon where at the near max floors you get savage tomes and unique titles or anything similar really.

    The solution is very simple, it gives everyone a path to max gear, yet players, typically raiders complain about how that devalues their speshiul raid gear or that they ll be forced to do the deep dungeon too which makes the easy solution suddenly hard.
    Now they could make the savage tomes drop only once per week so you either get it from raid or the deep dungeon but never both, but this doesnt stop the raiders crying about how their gear is not as special anymore cuz "dirty solo players" can get it too which is a player created problem.
    Isn’t this what criterion dungeons are supposed to be? 1-4 players scaleable difficulty? Idk about savage difficulty, but do you really believe a solo player should get savage gear? Part of savage is cooperating in a group to overcome a challenge together. This teamwork gets rewarded with appropriate gear that isn’t even that much higher than tome gear. Why should a solo player get the same? I don’t think you should.
    (4)

  10. #20
    Player

    Join Date
    May 2022
    Posts
    172
    Quote Originally Posted by Moonsprite View Post
    Part of savage is cooperating in a group to overcome a challenge together.
    No, because YOU do not control the performance of others.
    If you do the mechanics well and perform well dps wise you can still be rewarded with failure because someone else failed the above, this was not a mistake of yours, you didnt do anything wrong, you did not deserve this failure because you played your part great both mechanically and performance wise.
    The reality is savage is not that hard just like any high end group content is never truly extremely hard otherwise nobody but an extremely tiny minority would clear it, talking about less than 0.2%, 0.3% of a population

    Most group encounters create an illusion of difficulty and that is easy to explain, the devs cannot create something that requires literally perfect performance otherwise the above scenario would happen.

    At that scenario only computers and literally perfect players with 0 mistakes both mechanical and dps wise can beat it, we are talking about 100% performance and perfect timing.
    So the devs obviously have to create some room for error, let's say 5% for ultimates, a very small amount for group wide error, plus keep in mind they have to try balance so it is viable for all combs so another maybe 1% of error room is added.

    For savage you have an even bigger room for error, let's say 15%.
    The error % is obviously made up but if you want a number you can try gauge it by how easy it is to carry someone in said content if you play well, the moment carrying is possible(and literally buying carries) it is the moment you have to realize perfect play is VERY FAR from required.

    So let's say each person has a performance score that combines mechanics and dps performance. (And let's ignore the common scenario of a raid wiping mechanic targeting the bad player and instantly wiping the entire group cuz of them)
    1: 95%
    2: 97%
    3: 90%
    4: 93%
    5: 70%
    6: 85%
    7: 80%
    8: 50%

    Total average being: 82.5
    Total average required to clear savage boss: 85%

    So even though all these 5 people performed well enough and some way above what was required they still failed the encounter which results in the illusion of challenge, if we took player no.2 and sundered him into 7 others and let's say he has the same performance as a healer and a tank the savage raid boss would be a joke for him and he would even be able to clear ultimates. (Note: The percentages are obviously rarely like that, it is rare for the bad performance to only belong to one or two people, its often a few people under 85% and the few decent players who are above 85% are not that far ahead of 85% to carry the rest)

    That is why often for good players high end solo content feels like a joke and too easy, because there is no illusion there since you are in complete control of the encounter, you do it well and beat it, simple

    So what we have that matters individually is ability to manage the encounter's mechanics while keeping a strong dps performance, the thing you have CONTROL OVER as a player.
    Those 2 can easily be placed in any solo encounter and that includes deep dungeons therefore you have similar difficulty solo content that deserves the same rewards, and honestly you can tune it so it is even harder because it is a lot easier to manage encounter design with 1 player than 8 with different classes.
    (1)
    The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
    The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.

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