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  1. #1
    Player
    Wildheaven182's Avatar
    Join Date
    Apr 2024
    Posts
    220
    Character
    Rowan Aarontagdh
    World
    Mateus
    Main Class
    Scholar Lv 90
    People who say it's too hard are understandable. FFXIV has terrible difficulty curve, it doesn't teach you how to be better at the game as you play it. There are subcommunities of rpers, socializers, and plotwatchers who really only use the game as a social media platform. They aren't interested in the gameplay beyond clearing mandatory content one time ever.
    The fault is on Squex/CB3, not on them for not getting good, because the game doesn't teach them how to get good.

    In line with wanting glamors and such from content they can't clear, they seem to have forgotten that they are playing a video game, not a 3d avatar chatroom.

    The game lacks reactive gameplay, the healer problem is the perfect example of that. The difficulty is in perfection of execution, memorization of puzzle mechanics with no rng. It's more like studying for and taking a test, like savage raids, and normal content is just the lite version
    (0)

  2. #2
    Player
    Banggugyangu's Avatar
    Join Date
    Jan 2019
    Posts
    200
    Character
    Amelia Aensland
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Wildheaven182 View Post
    People who say it's too hard are understandable. FFXIV has terrible difficulty curve, it doesn't teach you how to be better at the game as you play it. There are subcommunities of rpers, socializers, and plotwatchers who really only use the game as a social media platform. They aren't interested in the gameplay beyond clearing mandatory content one time ever.
    The fault is on Squex/CB3, not on them for not getting good, because the game doesn't teach them how to get good.

    In line with wanting glamors and such from content they can't clear, they seem to have forgotten that they are playing a video game, not a 3d avatar chatroom.

    The game lacks reactive gameplay, the healer problem is the perfect example of that. The difficulty is in perfection of execution, memorization of puzzle mechanics with no rng. It's more like studying for and taking a test, like savage raids, and normal content is just the lite version
    I'm sorry... what? The game absolutely teaches you how to play it, but not with tutorials (outside of hall of the novice, which is extremely basic). It teaches you how to play the same way NES games taught you how to play. The game presents a scenario that you will either pass or fail. If you fail, you're given another chance to try it again and learn from it. This is a method of teaching. The game typically takes things a step further and clearly indicates whether or not you passed or failed that scenario by, USUALLY, giving you a negative status effect if you fail it, even if failing it doesn't mean you die. This is negative reinforcement training. It's a teaching method. It works fine for the vast majority of players. What the game DOESN'T teach you is how to properly play your job. This is for two reasons: 1, the player base will figure that out anyway, and they'll create their own teaching reasources (the Balance for instance). and 2: The devs don't want a cookie-cutter rotation for the jobs that has to be followed at all costs. This is why practically every job has multiple openers, rotations, burst windows, etc... Sure, some may squeak out a bit higher performance than others, but all are capable of clearing any of the content. This is literally the only part of the game that's not actually taught through gameplay, however. Even the most punishing two things in the game (BA and DRS) are fully taught to the players through gameplay.
    (2)

  3. #3
    Player
    jdtuggey's Avatar
    Join Date
    Oct 2020
    Posts
    123
    Character
    Tsuki Hori
    World
    Excalibur
    Main Class
    Sage Lv 100
    Quote Originally Posted by Banggugyangu View Post
    I'm sorry... what? The game absolutely teaches you how to play it, but not with tutorials (outside of hall of the novice, which is extremely basic). It teaches you how to play the same way NES games taught you how to play. The game presents a scenario that you will either pass or fail. If you fail, you're given another chance to try it again and learn from it. This is a method of teaching. The game typically takes things a step further and clearly indicates whether or not you passed or failed that scenario by, USUALLY, giving you a negative status effect if you fail it, even if failing it doesn't mean you die. This is negative reinforcement training. It's a teaching method. It works fine for the vast majority of players. What the game DOESN'T teach you is how to properly play your job. This is for two reasons: 1, the player base will figure that out anyway, and they'll create their own teaching reasources (the Balance for instance). and 2: The devs don't want a cookie-cutter rotation for the jobs that has to be followed at all costs. This is why practically every job has multiple openers, rotations, burst windows, etc... Sure, some may squeak out a bit higher performance than others, but all are capable of clearing any of the content. This is literally the only part of the game that's not actually taught through gameplay, however. Even the most punishing two things in the game (BA and DRS) are fully taught to the players through gameplay.
    There's a factor I want to add to that: Many of the standards in our gameplay are introduced by the community, the game would teach you that a healer's primary duty is to heal, the community would disagree with that, it's a lot more nuanced. Looks more like "push max dps, use your ogcd's to heal, keep your party alive (not necessarily healthy~)". Things like snapshotting, slidecasting, uptime and other similar mechanics and concepts are also like, community driven standards. I think these things are better learned through osmosis. Pulling wall to wall is another example of this that is almost expected nowadays. Like, even weaving without clipping your gcd, the game wouldn't teach you that because it's an optimization thing, and the game doesn't want to push you to do max dps, the importance of that is never really emphasized, and for other reasons than "they forgor :skull:" or "they neglect teaching new players".
    (Edit: Just want to emphasize that I agree with you, and add that there's these additional layers that the game couldn't teach)
    (1)
    Last edited by jdtuggey; 07-22-2024 at 10:33 PM.

  4. #4
    Player
    Banggugyangu's Avatar
    Join Date
    Jan 2019
    Posts
    200
    Character
    Amelia Aensland
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by jdtuggey View Post
    There's a factor I want to add to that: Many of the standards in our gameplay are introduced by the community, the game would teach you that a healer's primary duty is to heal, the community would disagree with that, it's a lot more nuanced. Looks more like "push max dps, use your ogcd's to heal, keep your party alive (not necessarily healthy~)". Things like snapshotting, slidecasting, uptime and other similar mechanics and concepts are also like, community driven standards. I think these things are better learned through osmosis. Pulling wall to wall is another example of this that is almost expected nowadays. Like, even weaving without clipping your gcd, the game wouldn't teach you that because it's an optimization thing, and the game doesn't want to push you to do max dps, the importance of that is never really emphasized, and for other reasons than "they forgor :skull:" or "they neglect teaching new players".
    (Edit: Just want to emphasize that I agree with you, and add that there's these additional layers that the game couldn't teach)
    I agree completely, but for the context of this thread, none of that extra stuff is necessary for normal content. Those are aspects for optimization and/or clearing content with rage mechanics, and normal content has none.
    (0)

  5. #5
    Player
    Zakuyia's Avatar
    Join Date
    Apr 2022
    Location
    Gridania
    Posts
    611
    Character
    Zakuyia Shizyuie
    World
    Zalera
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Wildheaven182 View Post
    People who say it's too hard are understandable. FFXIV has terrible difficulty curve, it doesn't teach you how to be better at the game as you play it. There are subcommunities of rpers, socializers, and plotwatchers who really only use the game as a social media platform. They aren't interested in the gameplay beyond clearing mandatory content one time ever.
    The fault is on Squex/CB3, not on them for not getting good, because the game doesn't teach them how to get good.

    In line with wanting glamors and such from content they can't clear, they seem to have forgotten that they are playing a video game, not a 3d avatar chatroom.

    The game lacks reactive gameplay, the healer problem is the perfect example of that. The difficulty is in perfection of execution, memorization of puzzle mechanics with no rng. It's more like studying for and taking a test, like savage raids, and normal content is just the lite version
    I feel like if I can do savage then others can as well. Savage is hard but sometimes the best things are locked behind hard work and effort. What you said is true ppl push RP / Glam to forefront and literally forgot you need to work for that glam. Also any of you saying M2 in arcadia is hard....there is literally something wrong with you. That fight is easy ended up doing it as a tank dps and healer there a trick and method to the fight. If you remember the Nier raid its like that. Those hit boxes are not mega huge I squeezed through it just as easily....DT really took the route git gud or go home in its raid XD. Overall...if your still struggling at this game. Go pratice run some trust learn your class through video and written guides.
    (0)


    You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.