Maybe they should make two versions of alliance raid. Casual version for DFs, complex version for pre-mades
Maybe they should make two versions of alliance raid. Casual version for DFs, complex version for pre-mades
Oh I don't disagree. I'm just saying give me anything, even if it's easy so I got something to do. Just make it one mechanic and party B and C could potentially help out or whatever. Kinda how it is when all healers of a group die. Literally anything. Anything. All I do is press AoE #1 (unless you're a DRG) while ignoring/skipping mechanics. That is honestly abysmal in terms of design.Believe me, it causes more frustration than pleasure when they try to put alliance responsibility. Even the most simplest of duties in Labyrinth such as each alliance having to have 4 people stand in their panels so that other groups can damage their respective target, is almost always met with a few not obeying directions and messing it up for the other. Sure it doesnt cause wipes (for the most part) but its that level of "ugh" is why the majority of the playerbase hates CT; alongside it being too easy now.
Im with you that I wish they made alliance raids more complex, but this is a casual MMO and since Alliance Raids are the most casualest of content now, it'd be detrimental if they start going back to CT design. I think efficiency is a factor but I believe more so avoiding frustration is what drives the raid team to make these simple corridor raids. Again, just because Im saying this doesnt mean I 100% like it, Im just telling you how it is with this game.
At least give me the option, like a min ilvl roulette or amp up the incentives to use PF for that. The game sits on a veritable treasure trove of content yet it might as well not exist. It's a shame, really.
Crystal Tower is a main story quest raid. In Novice Network yesterday, I had three people asking if we'd help queue up to get them through them for their story.
The OTHER raids have absolutely no benefits or rewards. What could I possibly gain from choosing to run a level 70 raid? So nobody actively chooses these.
My guess they will make the crystal tower raids 4 person and add them to the MSQ roulette. That would fix the problems and stop the complaints about the alliance raid roulette.
I mean, at this point, it's just getting ridiculous to read these threads.
Community complains about balance of jobs, SE balances jobs, homogenising them in the process, community complains about homogenisation.
Community complains about difficulty spikes in MSQ, SE makes MSQ easy and more approachable, community complains about braindead easy MSQ.
Community complains about CT raids and ilvl cheese, SE institutes ilvl lock (hurting other players in the process, but that's besides the point), community still complains about CT popping (as if we didn't know this was already going to happen).
Community suggesting changing CT into a 4 man now, likely removing a good introductory 24 man raid with unique mechanics for new players in the process, and also likely making it even harder for new players to get used to the later 24 man raids, while also increasing the chance that players might not even unlock them. Also, will have the consequence of moving the most common raid popping up to Void Ark.
Meanwhile, a poster asks for something completely innocent and inconsequential, such as more hotbars, the entire community jumps down their throat, telling them they're not being efficient and playing the game wrong.
At this point, SE really needs to stop listening to player feedback and just make the game they want to make. The playerbase really don't know what they're asking for and just throw out half-assed ideas with no thought to the consequences.
Another change they can make with the Alliance Raid roulette is to base the EXP you get from it on how many raids you have unlocked. This is to encourage people to actually unlock and do the Lv60/70/80 raids. (And the Lv90 raids once 7.0 rolls around).
So much this (all the things listed).
I agree that most of the time, people throw out self-centered hot takes in this community when what is needed is to take into account all sides and come up with a solution that works for everyone and addresses all concerns.At this point, SE really needs to stop listening to player feedback and just make the game they want to make. The playerbase really don't know what they're asking for and just throw out half-assed ideas with no thought to the consequences.
I don't think they should ignore people's feedback, because it is important to listen, it is just up to the people running an MMORPG to know which feedback to ignore, which feedback to listen to and when to come up with their own solutions because all of the solutions presented by the community cause another problem somewhere else.
Yoshi-P mentioned quite recently how it is his job to figure out what to listen to and what not to and I agree completely. That has to be one of the hardest parts of doing his job, because most other people who manage an MMORPG didn't exactly see success and often when someone takes over a successful MMORPG, it goes downhill.
In his position, you either know what is good feedback or you don't and the success of the game depends on it.
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
Have you ever considered that the community is not a hive mind?I mean, at this point, it's just getting ridiculous to read these threads.
Community complains about balance of jobs, SE balances jobs, homogenising them in the process, community complains about homogenisation.
Community complains about difficulty spikes in MSQ, SE makes MSQ easy and more approachable, community complains about braindead easy MSQ.
Community complains about CT raids and ilvl cheese, SE institutes ilvl lock (hurting other players in the process, but that's besides the point), community still complains about CT popping (as if we didn't know this was already going to happen).
Community suggesting changing CT into a 4 man now, likely removing a good introductory 24 man raid with unique mechanics for new players in the process, and also likely making it even harder for new players to get used to the later 24 man raids, while also increasing the chance that players might not even unlock them. Also, will have the consequence of moving the most common raid popping up to Void Ark.
Meanwhile, a poster asks for something completely innocent and inconsequential, such as more hotbars, the entire community jumps down their throat, telling them they're not being efficient and playing the game wrong.
At this point, SE really needs to stop listening to player feedback and just make the game they want to make. The playerbase really don't know what they're asking for and just throw out half-assed ideas with no thought to the consequences.
Of course I know this. And maybe my last line was hyperbolic. Jeeqbit is probably more right.
But feedback needs to be considered carefully, well thought out, how it will impact everyone, before it's given and implemented.
Throwing out statements like CT should be a 4 man or whatever, helps nobody.
There was a time when ARR dungeons had multiple rooms, I remember getting laughed at my first time when I asked to explore it.
Castrum used to feel like an actual assault on a base, now it's just another by the numbers dungeon.
Stuff like that comes about and diminishes the good parts of the game.
Last edited by Erzaa; 10-30-2023 at 09:23 PM.
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