The illusion of difficulty in high end group content was just explained on my previous post.
Though dont think you are gonna want to understand that anyway xd
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.
You explained that solo play removes the difficulty of coordination, making the content easier.
No part of that explains away the fact that then, yes, the solo content (unless remade/retuned to have a more difficult baseline) would be easier and therefore, if given the same rewards as group content, would greatly disincentivize group content, likely to the point of starving it of participation.
Also...
This makes no damn sense. There is zero need for raid gear in anything but still more difficult content than what you get it from. If you don't like raiding, then why would you raid just to get stuff you'd never need outside of... Savage raiding? If what you want to do is purely the least gear-relevant stuff anyways, then you're going into content you are already soured to just to fawn over an irrelevant ilvl value.
That's like insisting on having a mansion... just so you could sleep in a tent on its driveway.
Last edited by Shurrikhan; 05-09-2022 at 02:39 PM.
Then I guess if you and another car agree who goes first but the other guy screws up and crashes onto you aka "something you are not control of" you just call that "higher difficulty" xD?
Reality is, you didnt fail coordination, the other person did which once again is something out of your own control.
Difficulty exist in relation to things you can control, not things you are not in control.
If a meteor crashes next to my home I wont be calling that higher difficulty
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.
Except you absolutely have a degree of control in coordination. Working with others does not somehow strip you of agency. There are absolutely ways to coordinate more effectively, or less.
There are performance gaps from familiarity involved (i.e., knowledge-gap in) in telegraphing and reading intent, for instance.
Yet no matter how much you talk about coordination in advance, if they fail to do the mechanic at the right moment like everyone else you wipe and you have no control over that because that is another person's failure.
Thus you have no control over what matters, the moment where the individual fails to do the mechanic as that is a PERSONAL FAILURE.
What you have control over is your own performance and your personal mechanics, hence that is what matters, if you are doing well on those you should be clearing the boss and receiving your reward alas, the illusion of difficulty that comes from other players failing has resulted in people thinking high end group content is something incredibly hard while solo content even when tuned to be difficult is quite easy because there's no illusion of difficulty since other people's failures dont exist.
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.
"Less than 100% control" =/= "0% control," no matter how many goalposts you move to reduce to try to devalue any sort of group content.Yet no matter how much you talk about coordination in advance, if they fail to do the mechanic at the right moment like everyone else you wipe and you have no control over that because that is another person's failure.
Thus you have no control over what matters, the moment where the individual fails to do the mechanic as that is a PERSONAL FAILURE.
What you have control over is your own performance and your personal mechanics, hence that is what matters, if you are doing well on those you should be clearing the boss and receiving your reward alas, the illusion of difficulty that comes from other players failing has resulted in people thinking high end group content is something incredibly hard while solo content even when tuned to be difficult is quite easy because there's no illusion of difficulty since other people's failures dont exist.
ANOTHER player doing something wrongly does not become YOUR personal failure.
YOUR doing less than YOU reasonably should have to preempt and prevent such occurences, is.
Throwing your hands up in the air the moment you can't figure out how to better do the latter does not make that difficulty a mere illusion. It's merely elusive TO YOU.
I think we should return to reality cuz I am pretty certain people dont do high end content cuz they find the process of coordination fun or the process of teaching people fun."Less than 100% control" =/= "0% control," no matter how many goalposts you move to reduce to try to devalue any sort of group content.
ANOTHER player doing something wrongly does not become YOUR personal failure.
YOUR doing less than YOU reasonably should have to preempt and prevent such occurences, is.
Throwing your hands up in the air the moment you can't figure out how to better do the latter does not make that difficulty a mere illusion. It's merely elusive TO YOU.
People usually want to beat an encounter, that is the goal, the longer it takes the more difficult or more of an achievement it seems to be yet in reality the only reason people dont clear it as quickly is because all groups often have 1-3 slower or underperforming members, which if we are honest, people often get fed up with when they keep wiping on the same mechanics. So again, this worshiping of "coordination" does not seem to reflect reality because people absolutely do not enjoy doing well and wiping anyway cuz player no #6 failed the mechanic again.
Solo content is the same situation but reversed, because it is cleared relatively quickly without 100 pulls most relatively skilled people feel it is easy, the reality is, higher difficulty solo content is just as easy as high end group content. High end group content simply feels harder due to the illusion of difficulty created by other people's failures aka the thing I said you have no control over.
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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