Page 293 of 974 FirstFirst ... 193 243 283 291 292 293 294 295 303 343 393 793 ... LastLast
Results 2,921 to 2,930 of 11423

Hybrid View

  1. #1
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by 4clubbedace View Post
    https://www.youtube.com/shorts/Qt2FRgXO3b4

    Literally quit the game en masse , a healer strike where you STILL GIVE THEM MONEY isnt going to do anything
    A lot of people have already quit before the strike even started because of the boring the game is.

    Legions of players also quit during ARR because of how dull the base gameplay is.

    You are looking at a tiny, tiny minority on the forums who both (1) dislike the game, but (2) still tolerate/enjoy it enough to stay. Most of the "dissatisfied" population have long since quit.

    I play multiple other MMOs, and I genuinely have not heard anything good about FF14's gameplay when talking to former FF14 players.

    The FF14 community is a bubble. I don't think most of you realize just how boring this game is to people outside the bubble.

    There's also the issue that game companies are not adept at statistical inference. They think X game got popular because of easily observed factors Y. I hate to use this overused idea, but this is unironically a serious case of correlation, and not causation. Game companies are physically unable to get causal data from their metrics, because there are too many variables that happen all at once in a game. No MMO is doing A/B testing, or running pilot experiments, or exploiting some natural exogenous variation to determine exactly what factor(s) caused a game's success.

    Which is why FF14 developers don't necessarily understand that the dumbing down and simplification of the game may not be why the game was successful during COVID at all.

    Lest you assume that I'm underestimating their proficiency at digesting statistics, please remember that multiple top tech firms in the Silicon Valley, who hire legions of stat, ML, econ PhDs every year, many of whom are adept at causal inference techniques, all attributed the cause of the consumption boost during the pandemic to initiatives that they've started, coincidentally, during that period, which is why they just laid off all those people after the pandemic. All of them mistake their increased financial performance as being caused by factors that were not even in their control.

    They unironically need player feedback, because it's impossible to tell what caused what by just looking at the metrics.

    As for why I think FF14 has been successful in EW launch? I don't think it's because this game is any good. Maybe it's better than the rest of the junk in the genre, but I believe, by far, the biggest reason is (1) the pandemic and (2) the marketing and PR.

    Unfortunately, many in the community, probably including many in management at Square Enix, attribute their success to the oversimplification of jobs or the casualization of the entire game.

    Which makes no sense because no player is buying FF14 because Black Mage got their non-standard lines ripped out. If you look at the player population from HW to SB, and from SB to ShB, they were also increasing a lot, percentage-wise, despite the Gordias "fiasco", despite crafting and gathering being very hard to penetrate, despite TK monk being a thing, despite dungeons actually requiring a healer to clear, despite alliance raids ending in wipes pretty regularly.
    (29)
    Last edited by HighlanderClone; 06-18-2024 at 11:49 AM.

  2. #2
    Player
    Tyintheron's Avatar
    Join Date
    Oct 2018
    Posts
    74
    Character
    Justarian Demarius
    World
    Siren
    Main Class
    Paladin Lv 90
    Quote Originally Posted by HighlanderClone View Post
    despite crafting and gathering being very hard to penetrate
    Anecdotally, though, I can say that I know multiple people who found the Ishgardian Restoration a really simplified in-road into crafting - something they wouldn't have tackled otherwise.

    And it certainly seems to me like that's an example of them greatly simplifying a system that, on the surface, seemed to bring in a lot of people who may otherwise have never touched the 1-80 crafting and gathering professions (though, granted, I doubt anyone started playing the game for crafting!).

    Just to be clear - I think you're bringing up a bunch of good points about how what they think they know could be wrong! But I also think that in an example like crafting and gathering, they can certainly look at how having a simplified path for the player to follow has increased the usage of those systems across the entire playerbase.

    The same is probably true of player jumps in something like, say, the introduction of Crystalline Conflict and the levels of overall participation in PvP. "We made this easier to get into, and now 75% of people play at least some form of this mode semi-regularly, as opposed to the 20% before" (he says, pulling those numbers ouf of thin air) probably isn't that hard to see as a win.

    I think if we're talking about the overall userbase, there's certainly an argument to be made that it was some combination of COVID, the WoW-pocalypse, and probably 20 other small factors that led to the userbase growing so quickly. But when you get down into the details of participation in specific features, "more players playing this mode/using this feature after simplifying it/adding new x reward stream" can be pretty statistically clear-cut.

    And that might be the whole point - they're likely interested in participation, because participation equals retention. If one healer quits due to system simplification but another ten people start raiding for the first time because they "get it" better or even just flat-out prefer a simpler system, the math becomes pretty clear.

    That's what I'm assuming is going on behind the scenes, anyway.
    (0)

  3. #3
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by Tyintheron View Post
    I think if we're talking about the overall userbase, there's certainly an argument to be made that it was some combination of COVID, the WoW-pocalypse, and probably 20 other small factors that led to the userbase growing so quickly. But when you get down into the details of participation in specific features, "more players playing this mode/using this feature after simplifying it/adding new x reward stream" can be pretty statistically clear-cut.
    Of course. But let's just take SMN as an example.

    SMN is very popular in EW. The change to SMN is obviously the cause.

    But there isn't one single change to SMN. There are multiple.

    It was made much easier.

    It was given much flashier animations.

    It was given more utility and made its ability to resurrect more robust.

    Can you isolate any of these factors individually?

    And there are also factors beyond changes to SMN itself that interacts with the factors of SMN's changes.

    For example: what about the lack of a new caster job in EW? Did people gravitate to SMN because it's as if there was a new caster?

    Or what about the raid design? Did the raid design incentivize people to pick up SMN?

    Did people pick up SMN because they were leveling Arcanist?

    I do not think Square Enix has the data or the tech to determine which exact factor caused what. In fact I don't believe it's even theoretically possible because the SMN changes are a package of factors that cannot be disentangled.

    This becomes worse when it's data on stuff like Eureka participation. You have no way of knowing why people did Anemos:

    (1) Is it because they found Anemos fun?

    (2) Is it because they had nothing else to do in 4.25?

    (3) Is it because they wanted the relic glams?

    I won't hide my dissatisfaction of poor analysis by amateur statisticians in places like /r/ffxivdiscussion: there are people who argue that Island Sanctuary was a bigger success than something like Bozja.

    They use the completion rates of IS vs Bozja to show their point.

    That's complete idiocy, since the biggest determinant of completion is the time required to reach completion when it comes to IS vs Bozja.

    These are three examples that hopefully explain why I am extremely skeptical SE is able to deduce any cause from the data they have.
    (11)
    Last edited by HighlanderClone; 06-18-2024 at 01:22 PM.

  4. #4
    Player
    ChuckD2041's Avatar
    Join Date
    Jun 2024
    Posts
    1
    Character
    Saito Dee
    World
    Coeurl
    Main Class
    Machinist Lv 90
    Why not just give healers more damage options. I mainly play a dps job if the healer having more to do means allowing them to do more damage in between keeping us off the ground, i'm all for it. If you nerf the tanks or the dps classes and make the self heals less effective we'll just be back to this same problem for those job types.
    If tank and dps players don't want a nerf that leaves the healers to only heal during aoes and unavoidable damage and revive. As it stands now most healers only have one or two damage buttons, so why not give them more damage to pump out. I see no downside to giving healers more tools. You don't have to take from one class to
    give to another. Also giving healers more damage spells just makes the dungeons run quicker.
    (2)

  5. #5
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Simply quitting isn't necessarily going to get across the desired message either, considering that they don't listen to feedback they're getting through considerably more direct channels.
    (15)

  6. #6
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,013
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    People keep saying that quitting is better to send the message.

    Maybe explain why quitting the game (-1 healer in queue) is better at sending a message than doing DF as a different job (-1 healer and +1 tank/DPS) while not resorting to "hit them in the wallet"?

    Because if you actually read the OP, you'd know that "hitting them in the wallet" isn't the end goal, the end goal is disrupting their metrics so they actually do something.
    (21)

  7. #7
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by Reinha View Post
    For the hundredth time, money doesn't do jack. People have already quit over the state of healers and it didn't work. Unsubbing is ineffective.

    Plus it seems like a lot of you just want this to go away and out of sight with those statements, knowing that we would no longer be able to leave feedback while unsubbed. Not happening. Instead, I'm happy to provide an increase to dps queue times throughout all of Dawntrail.
    Yeah, people unsubbing has clearly not influenced the developers up to this point.


    Quote Originally Posted by Aravell View Post
    People keep saying that quitting is better to send the message.

    Maybe explain why quitting the game (-1 healer in queue) is better at sending a message than doing DF as a different job (-1 healer and +1 tank/DPS) while not resorting to "hit them in the wallet"?

    Because if you actually read the OP, you'd know that "hitting them in the wallet" isn't the end goal, the end goal is disrupting their metrics so they actually do something.
    Thanks, Aravell.

    I think what's happening is people are reading the title then jumping in to give their opinions. I feel if people took the time to read Gemina's post, they'd see what #FFXIVHEALERSTRIKE is all about. Switching roles will be twice as effective as simply quitting.

    In addition, if we all quit, how will we be able to continue to provide feedback on this, and other topics, via the forums? I don't know about you but I don't plan on shutting up anytime soon.



    WOW! We're up to 310 likes and 340 pages.

    Thank you so much for your support!

    Unhappy with the state of healing? Tired of providing feedback only for it to be ignored?

    Join the No Healers, No Problems Discord! https://discord.com/invite/jeDzvBf74X
    (21)
    Last edited by Kacho_Nacho; 06-18-2024 at 12:11 PM.

  8. #8
    Player
    Evergrey's Avatar
    Join Date
    Dec 2014
    Location
    Limsa Lominsa
    Posts
    2,021
    Character
    Rexipher Evergrey
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Aravell View Post
    People keep saying that quitting is better to send the message.

    Maybe explain why quitting the game (-1 healer in queue) is better at sending a message than doing DF as a different job (-1 healer and +1 tank/DPS) while not resorting to "hit them in the wallet"?

    Because if you actually read the OP, you'd know that "hitting them in the wallet" isn't the end goal, the end goal is disrupting their metrics so they actually do something.
    If people quit SE will notice how the active players drops, indicating that more and more people are finding FFXIV not up to par when it comes to choices of other games.
    Where if people keep playing but another job it'll show that people still finds the game itself good enough to keep them playing.
    And depending on actually how many people change a job or not the numbers might not shift enough for SE to take it as a sign of "something wrong with this job".
    Where if people just stop playing it's a clear sign that "people are leaving" and might try find solutions to make the game "better" to keep people from leaving and bring more players.

    This is my take at least.

    And the phrase "vote with your wallet / hitting them in the wallet" probably comes from how SE is still a company and the main goal of a company is to earn money.
    So money might speak louder in those situations.
    (2)
    Last edited by Evergrey; 06-18-2024 at 01:12 PM.

  9. #9
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Evergrey View Post
    If people quit SE will notice how the active players drops, indicating that more and more people are finding FFXIV not up to par when it comes to choices of other games.
    Where if people keep playing but another job it'll show that people still finds the game itself good enough to keep them playing.
    And depending on actually how many people change a job or not the numbers might not shift enough for SE to take it as a sign of "something wrong with this job".
    Where if people just stop playing it's a clear sign that "people are leaving" and might try find solutions to make the game "better" to keep people from leaving and bring more players.
    So the logic is that SE would notice the number of active players dropping if we all quit the game, but the same number of players swapping roles would go unnoticed. Can you help me understand how the same number of players is both significant or insignificant at the same time? Also, wouldn't the healers to other roles ratio shift less if we do not pick up other roles after leaving the healer role?
    (4)
    Graphics
    MSQ
    Viper

  10. #10
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Reinha View Post
    So the logic is that SE would notice the number of active players dropping if we all quit the game, but the same number of players swapping roles would go unnoticed.
    Its not as if monk is getting rework every expansion for no reason - its because it keeps being least played job.
    (5)

Page 293 of 974 FirstFirst ... 193 243 283 291 292 293 294 295 303 343 393 793 ... LastLast