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  1. #1
    Player Hurlstone's Avatar
    Join Date
    Jun 2014
    Posts
    867
    Character
    Valamist Hurlstone
    World
    Phoenix
    Main Class
    Red Mage Lv 90
    Hmm… on the one hand, I do sometimes think the MSQ could be a bit more challenging. Job quests seem rather harder (Looking at you SAM) though that may depend on if you over gear by the end of the questline. On the other, I can understand why they do not wish to make it too hard or much of a hindrance. Some people play simply for the story (Which there is ALOT off in this game!) and do not care as much for the challenge or endgame cycle, or wish to concentrate on crafting side and not so much combat. I do not thinka slight boost in difficulty would hurt much, but personally I think its better to have a game thats more on the easy side, then overly difficult. Less off-puting to the higher amount of players I would say.

    Of course people will say that its better if a balance is achieved, but I think that may be impossible. As others have said, difficult is subjective. I do not think I have ever played a MMO that has not had complaints that its level/story is ‘Too easy!’ or ‘Too hard!’ over my lifetime. Plus, people have differing levels of skill and sometimes do not get the hang of things as quick as others. I often think its rather unfair how sometimes the game or its roles are declared to be too easy, even at endgame.

    I have always thought it would be neat if a higher difficulty option would be added to New Game+. Perhaps with some cool cosmetics as regards to show off. Also have to say I really like the idea of Duty Support, not just because it allows more people to play solo. I hate having to watch or read up tactics in a battle before being force to do them with groups of others where messing up could effect everyone. It kinda spoils the experience sometimes. Now you can see the mechanics at your own pace as you experience the story blind, and learn them by actually playing the Dungeons rather then reading or watching someone else.
    (5)

  2. #2
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,974
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Leveling trials are always going to be 'harder' because of the level+gear cap. Like Susano NM will still one-shot or at-best nearly kill a tank with less than ideal gear and not hitting a cooldown. I love that, these please use your skills things shouldn't be reserved for end level or extremes.

    Titania NM and the DPS check. Was similar to Ravana NM. Back then seeing 4-5 swords and dying to the transition was a thing.

    Another reason trials gotten much easier, they would put newer battle directors on these fights. So the perspectives change, but it also aligned to YoshiP's belief on accessibility, as extremes got toned down in difficulty quite a bit starting with Sophia.
    (0)

  3. #3
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,107
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by aveyond-dreams View Post
    Lately however it feels that main story content just isn’t really at the level where it used to be, and there are very little ways in which the player’s combat skill is checked and assessed in ways not reliant on team gameplay. This has the effect of widening the gap between players who are ready for more difficult content like EX or Savages and those who are not. At the end of the day I think it would be more beneficial to increase the difficulty of MSQ battle content (dungeons, trials, instanced battles) in order to provide an experience that leans less toward the easy side and more of a well-rounded approach. While some players may feel left behind by such a decision, I do think it would be in the interest of the majority to try and find a better balance than what we’ve been seeing nowadays.
    You're assuming that most players care about doing EX and Savage when it's current. I doubt that's true.

    SE is only going to lose money if they redo how MSQ content is balanced to make it more difficult. That's not going to benefit anyone if that means they have to start cutting down on content produced.

    If there's a skill gap that's causing problems in EX/Savage because too many players are trying to get into groups even though they're not ready for the content then SE needs to add in new content that would help to bridge the gap rather than change the MSQ, which is intended to be story mode for casual players..
    (30)

  4. #4
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Jojoya View Post
    If there's a skill gap that's causing problems in EX/Savage because too many players are trying to get into groups even though they're not ready for the content then SE needs to add in new content that would help to bridge the gap rather than change the MSQ, which is intended to be story mode for casual players..
    I feel like we already have a good bridge with the quality video guides that are out there. Unfortunately, people don't want to do a little studying beforehand.
    (2)

  5. #5
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,107
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Deveryn View Post
    I feel like we already have a good bridge with the quality video guides that are out there. Unfortunately, people don't want to do a little studying beforehand.
    You can hand a novice piano player the sheet music for a complicated piano piece to study. They still aren't going to be able to play it because they haven't developed the skill.

    Guides aren't bridges because they don't provide a place to practice the intermediate skills that need to be mastered.

    Quote Originally Posted by Mosha View Post
    I think what people are practically saying when they say they want MSQ content to be harder is not that we want light rampart or limit cut in MSQ, but just everything should hurt a bit more and healing to be more demanding.
    There's a point when skill caps are reached and a player will not be able to perform any better than they already are. Increasing the skill cap for MSQ would prevent players who have reached their cap from continuing with the rest of the game even though they never had intent to participate in EX/Savage/Ultimate.

    Or were you expecting the players who are demanding that the content be more difficult to carry those players through that content?

    That is why the higher difficulty content gets added as side content. So players of varying skill levels can enjoy the story content while players looking for greater challenge can get that through the side content.

    At a time when SE is improving accessibility to the MSQ for players who have issues with group content, do you honestly believe they're going to increase skill cap on the MSQ?
    (14)
    Last edited by Jojoya; 08-01-2022 at 08:10 PM.

  6. #6
    Player
    Mosha's Avatar
    Join Date
    Apr 2020
    Posts
    648
    Character
    Mosha Mina
    World
    Balmung
    Main Class
    Warrior Lv 96
    Quote Originally Posted by Jojoya View Post
    You can hand a novice piano player the sheet music for a complicated piano piece to study. They still aren't going to be able to play it because they haven't developed the skill.

    Guides aren't bridges because they don't provide a place to practice the intermediate skills that need to be mastered.


    There's a point when skill caps are reached and a player will not be able to perform any better than they already are. Increasing the skill cap for MSQ would prevent players who have reached their cap from continuing with the rest of the game even though they never had intent to participate in EX/Savage/Ultimate.

    Or were you expecting the players who are demanding that the content be more difficult to carry those players through that content?

    That is why the higher difficulty content gets added as side content. So players of varying skill levels can enjoy the story content while players looking for greater challenge can get that through the side content.

    At a time when SE is improving accessibility to the MSQ for players who have issues with group content, do you honestly believe they're going to increase skill cap on the MSQ?
    I honestly don't think the playerbase is so inept that raising difficulty a tad, so you have to respect content in nm is going to cause a huge apocalyptic crisis. i just want the tankbuster to hurt my dood.
    (3)

  7. #7
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,605
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jojoya View Post
    There's a point when skill caps are reached and a player will not be able to perform any better than they already are. Increasing the skill cap for MSQ would prevent players who have reached their cap from continuing with the rest of the game even though they never had intent to participate in EX/Savage/Ultimate.
    The question I ask is, who determines the skill cap for the MSQ?

    Let's get down to the nitty gritty. FFXIV's MSQ does already have a difficulty curve. You cannot say Sastasha is the same difficulty as The Keeper of the Lake, to give an extreme example. You can start comparing to other endgame dungeons, Baelsar's Wall, Ghimlyt Dark, Pagalth'an, The Dead Ends or any other dungeon you want really. While there might be some anomalies, the general trend is that the difficulty rises, it might not be by much, but it does.

    With this said, there has been someone who has already posted in this topic saying that, due to personal restrictions, they struggle to get past certain bosses. I believe this person has also said they do not want it to be any harder (correct me if I am wrong), however, what about the person that cannot get to that point? They aren't skilled enough to get past that certain solo duty, even on very easy that they have been walled off from the rest of the MSQ. Should they not have a say in the difficulty of the game? If they wanted to make the game easier so that they could access the rest of the story, should that be allowed? Even if it means removing all complexity from a dungeon? Yes, it is an extreme point, but if the claim is that the MSQ should be accessible to virtually everyone, then that is the road you need to consider.

    I don't remember which topic this next point was from, however I remember reading somewhere that someone could not complete a duty with trusts, so resorted to using the DF to get through. The healer can always res you if you fail and it isn't an instant wipe after all. The thing is, have they bothered to learn the fight or are they just expecting to waltz right on through? Is it fair to get carried through that fight just because you didn't learn from your past mistakes? This is obviously purely a mechanic problem, since DPS doesn't matter in dungeons (except rare cases of very very easy checks). If it is a case that their personal attributes doesn't allow them to clear, should it be made easier to allow them to clear it via trusts?

    As with everything, there is a balancing act that needs to be achieved and you are not going to balance it to everyone's tastes. The difficulty curve needs to keep rising, even if it is a very shallow incline but at some point, you are going to leave someone behind.
    (5)

  8. #8
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,107
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Mikey_R View Post
    The question I ask is, who determines the skill cap for the MSQ?
    The development team, of course. They can see actual player performance. They can tell at what point increasing numbers of players start having trouble progressing.

    All we have as players is anecdotal evidence of what the player base as a whole is capable of, and it's natural for us to tend to end up surrounded by others of roughly the same skill level.

    Leave it to the developers to make the decision if difficulty should be increased. They know what their goals are for the game and what they want the base difficulty to be.
    (15)

  9. #9
    Player
    Bookie's Avatar
    Join Date
    Apr 2022
    Posts
    24
    Character
    Seabook Kira
    World
    Tonberry
    Main Class
    Dark Knight Lv 90
    i actually find EW dungeons engaging. I think the alliance raid is too easy tho.
    but yes casual contents are too easy. I don't think ppl are really that bad but just too lazy to press few more buttons.
    (7)

  10. #10
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    MSQ dungeons are just set pieces at this point, if the side content doesn't pick up the slack then nothing will.
    (3)

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