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  1. #5971
    Player
    Auteur's Avatar
    Join Date
    Mar 2014
    Posts
    133
    Character
    Vardy Davout
    World
    Coeurl
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ZephyrMenodora View Post
    And it’s unfortunate. In older mmos difficulty created communities. Everyone knew who the good healers were and the good tanks and the good dos and you wanted them on your friend list. Xiv participation trophy gameplay we are all interchangeable nobodies. Probably great for business but to me it’s just inferior.
    The pugslinger guy name calling is missing my points entirely and being too emotional. I'm trying to offer my analysis from the business side and corporate line of thinking as to WHY this is happening and what a proposed solution would be. I did the OG steps of faith back in the day pre-nerf and tried Alexander savage prenerf. However, I care about new player retention and having played mostly PvP mmos over the years that have been axed and quit League of Legends myself, I "faced the music" myself in acknowledging economics and needing to appeal to as many people as possible for current MMO design and that is what it is. I really think a lot of the "pro strikers" in this thread are missing the importance of redundancy in game design and the win-win solution is to address healer's lack of redundancy by giving everyone a rez.

    What people need to realize is SE puts the guardrails on healer because healer is the one role without a redundancy in MSQ and therefore is exposed to highest "single point of failure" and player retention issues that come with that (ex: vote kick threats from frustration, risk of not clearing, etc.). DPS and tank both can rely on a good healer as a redundancy in MSQ along with the lack of enrage timer meaning the 2 DPS are backups to each other. To solve this issue, give everyone a rez or allow everyone to use a rez item (ex: phoenix feather) and healer suddenly now has a redundancy and SE can feel comfortable removing the absolute guardrails on healer.

    In other games they balance "everyone has a rez" by tracking the number of rezzes during an instance (basically a global amount of lives and cap it) so that's how you balance the difficulty for higher end. Allow everyone to use a rez item but track number of rezzes and use that as a way to promote difficulty in higher end instances or perhaps lets say the last trial of a MSQ.
    (2)
    Last edited by Auteur; 07-02-2024 at 03:29 PM.

  2. 07-02-2024 03:35 PM

  3. #5972
    Player
    TsubameMikage's Avatar
    Join Date
    Jun 2024
    Posts
    32
    Character
    Celes Miret-njer
    World
    Siren
    Main Class
    Archer Lv 15
    Quote Originally Posted by Auteur View Post
    I think the reality folks need to acknowledge is MSQ content has to appeal to the lowest common denominator to maintain player retention because everyone would have to go through it to progress the story.
    No, the MSQ has little to no bearing on player retention as it's not the main gameplay loop. Once you complete the MSQ, it's over. However, the DF experience is far more relevant to those metrics, and right now their brain-dead simplicity is actually doing more harm to player retention than the MSQ ever could prevent.

    Consider that with no enrage timer, a dps could play with the most "boring" or suboptimal way possible of just spamming one skill over and over without doing rotations, and you could eventually get the clear with the other party members playing "optimally." Again, the "strike promoters" have a more credible argument about higher end content (ex: very fair concern if healer is deemed not necessary for HM or extremes), but this discussion should be separated from MSQ and the practical reality MSQ really does have to appeal to the lowest common denominator (and high end raiders are not exposed to this reality because they don't deal with pug queues ever, and are basically out of touch with regular players at this point).
    Most players never step foot into higher end content. Claiming we have to have a subpar, or even 'braindead' experience so that we don't unsub is kind of.. backwards?
    (6)

  4. #5973
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,367
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Auteur View Post
    The pugslinger guy name calling is missing my points entirely and being too emotional. I'm trying to offer my analysis from the business side and corporate line of thinking as to WHY this is happening and what a proposed solution would be. I did the OG steps of faith back in the day pre-nerf and tried Alexander savage prenerf. However, I care about new player retention and having played mostly PvP mmos over the years that have been axed and quit League of Legends myself, I "faced the music" myself in acknowledging economics and needing to appeal to as many people as possible for current MMO design and that is what it is. I really think a lot of the "pro strikers" in this thread are missing the importance of redundancy in game design and the win-win solution is to address healer's lack of redundancy by giving everyone a rez.

    What people need to realize is SE puts the guardrails on healer because healer is the one role without a redundancy in MSQ and therefore is exposed to highest "single point of failure" and player retention issues that come with that (ex: vote kick threats from frustration, risk of not clearing, etc.). DPS and tank both can rely on a good healer as a redundancy in MSQ along with the lack of enrage timer meaning the 2 DPS are backups to each other. To solve this issue, give everyone a rez or allow everyone to use a rez item (ex: phoenix feather) and healer suddenly now has a redundancy and SE can feel comfortable removing the absolute guardrails on healer.

    In other games they balance "everyone has a rez" by tracking the number of rezzes during an instance (basically a global amount of lives and cap it) so that's how you balance the difficulty for higher end. Allow everyone to use a rez item but track number of rezzes and use that as a way to promote difficulty in higher end instances or perhaps lets say the last trial of a MSQ.
    you aren’t getting the response you want because you are arguing with a strawman none of us is saying

    We are fine not being the single point of failure in the party. We don’t want the healer role to dictate the entirety of the dungeon (or whatever casual content). I physically cannot say this anymore (literally look up my past 01029510692069 posts on this issue and they will all say the same thing) RAISE THE CEILING NOT THE FLOOR.

    If x person needs 1010593 guide rails to play healer FINE, they can have them, but for those of us who don’t need those guide rails you need to give us something to do that’s not broil spam, this is the long and short of the argument, healers are BORING and that’s totally independent of redundancy in resurrection
    (8)

  5. #5974
    Player
    Auteur's Avatar
    Join Date
    Mar 2014
    Posts
    133
    Character
    Vardy Davout
    World
    Coeurl
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Supersnow845 View Post
    you aren’t getting the response you want because you are arguing with a strawman none of us is saying

    We are fine not being the single point of failure in the party. We don’t want the healer role to dictate the entirety of the dungeon (or whatever casual content). I physically cannot say this anymore (literally look up my past 01029510692069 posts on this issue and they will all say the same thing) RAISE THE CEILING NOT THE FLOOR.

    If x person needs 1010593 guide rails to play healer FINE, they can have them, but for those of us who don’t need those guide rails you need to give us something to do that’s not broil spam, this is the long and short of the argument, healers are BORING and that’s totally independent of redundancy in resurrection
    To use your allegory then what I'm saying is you won't be able to convince SE to raise the ceiling unless you could guarantee the floor won't drop. Alternatively, you change the paradigm to "harden" the floor (ex: give everyone a rez but introduce a different difficulty down the line like capping the number of rezzes in an instance) to reduce the singular pressure on a healer. I will also say other people in this thread are saying things like "I don’t think healers need this redundancy. I think it’s fine they might get kicked if their bad gameplay prevents progress" and wanting higher stakes for healers. This will not convince SE in my opinion, this goes against their paramount goal of overall player retention and majority rule. You would have to convince SE the floor won't move or the floor would clearly increase before they will consider moving the ceiling up.
    (1)

  6. #5975
    Player

    Join Date
    May 2023
    Posts
    343
    Even if it makes money, games that appeal to the lowest common denominator constantly are bad and it's fine to criticize. Everyone deserves better than broil spam. You can even make a game where one person can spam broil and make it through the dungeon and I can have a more fun rotation and make it through 1-2 minutes faster.

    The only "issue" would be someone whining that they can't do the rotation and therefore also clear MSQ content slightly faster and then I would look at them funny because it isn't necessary to clear the content comfortably. Give me room to express myself as a player and simultaneously give other players the freedom to take it easy. These are not incompatible ideas as long as they are implemented correctly. And I'm not going to be offended by a healer sticking to broil spam if it gets the job done as much as I wouldn't be offended by them having to drop DPS to power heal for a moment.

    Are we worried people will be mad at a healer for being able to do a slightly more optimal rotation for damage output and watching them choose to broil spam anyways? Because I think that's a player problem and not a game design problem. The game should not be catered to prevent accidentally offending people.

    I haven't played a job I didn't like in this game really, in any role, but I haven't found many jobs I love. BLU is some of the most fun I'm seemingly allowed to have and it's relegated to side content.

    I don't care if the Tank and DPSes have flexible options that break role stereotypes and allow them to function without healing. I want that kind of thing. I love that WAR can heal itself so much. I want to have something to do when that's happening and healing DPSes from guaranteed damage isn't that. But I also think the content should allow you to get by with broil spam if it makes you happy.

    I don't need anything to be harder for anyone else, I need my job to be stimulating enough of my own accord to choose to be able to do something other than broil spam with no outside reasoning or pressure to do so other than "it would be fun" and be rewarded with a little more damage that isn't necessary to clear.

    The only players who I'm tired of aren't casual, midcore, or hardcore but people who can't mind their own business. If you play DPS because you think it's more fun then go buzz off and play DPS and let me yell about healing. I think YOUR role, that I also play, should be more interesting and also leave you to enjoy your current gameplay if so desired.

    I don't want to get to current expac gameplay or play harder optional content just to feel something. I want to get you through queue times so you can have fun playing DPS however you want to play it. When I do old content in roulette, all I hear is that it's boring for DPS players and that we need to do it as fast as possible. Skip every chest, don't pull that mob. "I only have 1 GCD at this level, I'm booored." Really? That's crazy.
    (6)

  7. #5976
    Player
    TsubameMikage's Avatar
    Join Date
    Jun 2024
    Posts
    32
    Character
    Celes Miret-njer
    World
    Siren
    Main Class
    Archer Lv 15
    Quote Originally Posted by gllt View Post
    I don't want to get to current expac gameplay or play harder optional content just to feel something. I want to get you through queue times so you can have fun playing DPS however you want to play it. When I do old content in roulette, all I hear is that it's boring for DPS players and that we need to do it as fast as possible. Skip every chest, don't pull that mob. "I only have 1 GCD at this level, I'm booored." Really? That's crazy.
    "Wait, other jobs get more than 1 GCD? All I have is Stone/Glare all the way to 100!"

    If any DPS ever complained about not having any options to use in combat in low level content, I'd love to remind them healer's get their full rotation at level 4 and it doesn't really change for the next 96 levels.
    (15)

  8. #5977
    Player
    Ayalu's Avatar
    Join Date
    Jun 2024
    Location
    Shayalan
    Posts
    271
    Character
    Ayalu Jeji
    World
    Moogle
    Main Class
    Scholar Lv 100
    I will also add once more that a Class can be easy but not boring. But Yoshida already confessed they overdid it with the simplification. We can hope that the strike rises awareness enough that when the change happens it will make everyone happy.
    (9)

  9. #5978
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Auteur View Post
    To use your allegory then what I'm saying is you won't be able to convince SE to raise the ceiling unless you could guarantee the floor won't drop. Alternatively, you change the paradigm to "harden" the floor (ex: give everyone a rez but introduce a different difficulty down the line like capping the number of rezzes in an instance) to reduce the singular pressure on a healer. I will also say other people in this thread are saying things like "I don’t think healers need this redundancy. I think it’s fine they might get kicked if their bad gameplay prevents progress" and wanting higher stakes for healers. This will not convince SE in my opinion, this goes against their paramount goal of overall player retention and majority rule. You would have to convince SE the floor won't move or the floor would clearly increase before they will consider moving the ceiling up.
    The floor is literally at the bottom of the Mariana Trench because a healer can be dead while the boss has 70% HP left and you can still clear the dungeon without issue. The only way that the skill floor can get any lower is if they introduce auto play at this point and trusts aren't that far off from doing just that.
    (14)

  10. #5979
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    It feels like a disease: this inability to differentiate optimization with expectation that plagues FFXIV. There has never been an epidemic of casual players being walled by any example of core content (content associated with story) ever in FFXIV's lifespan except for Coils of Bahamut. The most casual of casual players were able to do the MSQ in the notorious Heavensward. They would certainly be able to do so having a few extra attacks and having to heal the party every 20-30 seconds instead of every 40-60 seconds.
    (12)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  11. #5980
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Honestly has any Job improved this expansion?
    There really doesn't seem to be any old jobs that got better all I see is complaints by other players.
    (8)

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