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  1. #51
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,823
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by KitingGenbu View Post
    Extremes dont 'require' a guide, people are just impatient. If a warrior is able to solo a boss just because everyone died to mechanics in a boss fight in a dungeon, that might be a little too easy imo. They can easily add more group based mechanics to fight or something like that to counter the engagement issue. Or even consider adding more 'two strikes and you're out' mechanics.
    They require a guide unless you want to do a blind Prog for the vast majority of people.
    Ultimates don't technically require a guide either, but most people who tackle ultimates will likely watch a guide.

    No one watches a guide (well VERY few) for dungeon content was my main point, midcore content should aim to be content that's pretty hard but doesn't really demand a guide for 90% of the playerbase.
    Hopefully this makes my point Clear.

    I also think tanks should be punished more for taking vunstacks, maybe they would take way more damage from failed mechs so tanks cant cheese fights.
    (2)
    Last edited by Rithy255; 10-01-2023 at 01:17 PM.

  2. #52
    Player
    Turtledeluxe's Avatar
    Join Date
    Feb 2023
    Posts
    1,196
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Yhisa View Post
    2 - Ego problems

    Many players just want harder content just to boast and enlarge their ego, for example se can make the most difficult job and this player will beam line straight for it, and consently complain why its difficult, which then they will start requesting the job to change to "their" idea....which btw result in being the same as every other
    I agree and strongly disagree with your post overall. To clarify this ego point I would say-- no, the people asking for harder content are both casuals and even ultimate raiders because there's a universal agreement the game goes from 20 to 100 between casual content and savage raiding+. I don't think anyone is asking for harder content for ego, it's because when we play an actual fun fight that isn't a total faceroll we want more of that without having to make the game a second job.

    I would think you would understand this even more being on console. To your point, there's a significant chunk of the player base that doesn't want to cheat their way through hard content. This is why people are asking for more content like Eureka and Bozja at the very least, particularly with an emphasis on bridging the gap to the hardest content of the game. I would argue the hardest content is literally designed assuming you are using third party tools (which is so hypocritical) and that's not really fair to people who again, don't want to make the game their life but want more challenges.
    (1)

  3. #53
    Player
    ElysiumDragon's Avatar
    Join Date
    Apr 2019
    Location
    Gridania
    Posts
    276
    Character
    Mimilla Milla
    World
    Spriggan
    Main Class
    Archer Lv 92
    'Harder'

    Abyssos caused several raiders I know to burn out, myself included, and caused many statics to implode because it was overtuned to the point of being miserable. TOP was even worse for it, as the fight's now infamous for being both a nightmare to prog and poorly designed.

    The thing is, content HAS been getting harder, and that's the problem. There needs to be a clear dividing line between 'Savage' and 'Ultimate', otherwise you end up with earlier Ultimates being utterly trivialised, and raiders burning out because you put them through the wringer. Difficulty doesn't educate players, it filters them from the game entirely, and even Normal 'Baby Mode' content has been getting spicier, what with the almost constant usage of visual tells as the default for Normal content.

    Catering to Casual Players is what this game does best, and always will do best, why do you think it's as successful as it is?
    (5)

  4. #54
    Player
    strawberrycake's Avatar
    Join Date
    Oct 2014
    Posts
    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Here is what I feel like the main issue with how we engage with the content in XIV atm is, I no longer have the engagement in my job, or my content. In so many other games multiplayer, MMOs, single player, the goal is for what the player is doing in terms of expression and how that expression interacts and affects the enviornment to be fun and engaging.

    To simply put it, XIV is not very engaging, the solutions are very limited and once figured out there are no variables to keep it fresh or at least entertaining. It's been more than obvious that the game hasn't been doing that lately. And if the game is, the players become stubborn and want to avoid all unfavorable variables.

    So for example, lets take Criterion dungeons and Raiding in NA:

    Now this all assuming the game is very engaging and has variables. A player will come into a Crierion run, say which pathing they wanna take for the optimal run, instead of just choosing amonst themselves and the other 3 players, and just have a good time, here we have our first issue. You see the average players will be cool with whatever, so long as they get done in a reasonable time, and they have fun, as is the point of playing a game, but we have some people who feel everything needs to be optimal. This person in a way has contributed to XIV being very static, as the devs have most likely seen this pattern over the course of the last several expansions and figured. What if we just did that for them?

    Example 2 PFing during the savage tier:

    Now there are multiple ways, the Savage fights can be resolved and that is true to this day, BUT, every so often you'll have someone or a few people who will, despite seeing what strat you've choosen, implay, or vaguely say, or outright say, they don't like said strat and will try to change what strat is being used. This person believes that the other variables in the run are not worth dealing with for whatever arbitrary reason, and will see what you are doing as inferior. Again see how the devs will react to seeing that trend over the course of a long time.

    Example number 3:

    Now i've given a casual and not so casual example, but I'll also do one in the middle for the sake of my point so it doesnt seem so black and white. This happens in dungeons. EXs, PvP, Hunts, Relics, Tome farming, Glam farming, you name it. The problem here, is that the Devs are taking how people look for and want Optimal Routes and Plans and Strats in Content and try to develop around those trends instead of sitting down and having meaningful back and forth with their entire player base. And before someone throws in semantics or whatever, the point of the devs job for a game of this caliber is to find the middle ground for us all, take a step out of everyones comfort zone and make something we can all just enjoy as players of the game.

    Developing around extreme trends will never be healthy for any game.
    (1)
    Last edited by strawberrycake; 10-03-2023 at 09:36 AM.

  5. #55
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by ElysiumDragon View Post
    'Harder'

    Abyssos caused several raiders I know to burn out, myself included, and caused many statics to implode because it was overtuned to the point of being miserable. TOP was even worse for it, as the fight's now infamous for being both a nightmare to prog and poorly designed
    Do you have a moment to speak about our lord and savior A4S?
    (0)

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