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  1. #1
    Player
    Nadda's Avatar
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    Nov 2021
    Location
    Gridania
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    336
    Character
    Nadda Daweel
    World
    Louisoix
    Main Class
    White Mage Lv 100

    Midcore is NOT a Difficulty setting - It's an Investment!

    I’ve noticed discussions surrounding the latest interview with Lead Battle Designer Nakagawa. It seems like the developers may be misunderstanding what players want from Midcore content, assuming it should sit between Extreme and Savage difficulties. I believe that’s not the case.


    Midcore isn’t about a specific difficulty tier. It’s about investment.

    Casual content focuses on non-committal activities like story, crafting, treasure maps, and hunts.

    Hardcore content includes Savage and Ultimates, which require significant planning and commitment.

    Midcore is the middle ground—content that offers degrees of challenge, allowing players to invest time without requiring a rigid commitment. Examples include Deep Dungeons, Eureka/Bozja, and Variant Dungeons. These activities can be tackled solo or with friends, offering varied challenges and rewarding players’ time, not just their skill level.


    Eureka and Bozja illustrate Midcore well. While I've barely scratched the surface of this content I know They place players in hostile environments where collaboration with others is more efficient. While you don’t need to form static groups, many players create Discord communities to loosely organize, guide others, and navigate challenging encounters like a rite of passage. These systems allow players to set their own pace and build toward high-stakes content over time, creating a sense of progression.

    There is that large-scale difficult Raid content - but it doesn't toss you into Absolute Virtue off the cuff. You build to that.

    On the other hand, newer content like Chaotic Raids doesn’t quite capture this essence. It lacks the "set your own terms" approach that defines Midcore. Chaotic Raids ask a lot from players immediately and don’t foster the same community engagement seen in Field Operations. While challenging, their design—being 24-man content—doesn’t prepare players for 8-man raid environments or offer the flexibility Midcore demands.

    Where Extremes as an example is what I describe as "Onboarding" Content prepares you for what a Hardcore raid 8-man environment is like.
    Chaotic Raids on the other hand to my understanding as I've yet to do it myself, even if your group does everything right one other group could screw up their section. You did nothing wrong you're already in this punishing environment but oop someone tripped on a banana peel in Group C - back to the drawing board. One person quits, then another... now we're back waiting outside the raid. That's not fun. (part of the reason I'm not touching it even though the fight looks fun the experience isn't.

    Midcore content should balance approachability and challenge. Criterion Dungeons, for instance, provide a more intimate group experience with elements of high difficulty, making it easier to tackle with friends without needing Party Finder. However, Criterion lacks the strong reward structures seen in Field Operations. Still, it offers replayability through its Variant Dungeons, which present approachable challenges with meaningful rewards. It also gives you an equally engaging piece of content that teaches you what you might see in the Criterion version.

    Deep Dungeons, another great example, offer ultimate solo challenges but remain accessible with friends, providing varied layouts, traps, and treasures. Similarly, Field Operations like Eureka/Bozja combine storylines, PvE engagement, and large-scale community efforts, rewarding players’ time investment and collaboration.

    Ultimately, Midcore content should be a balance—offering variety, flexibility, and rewards. It needs to engage both casual and hardcore players by rewarding time and effort, not through sheer difficulty.
    It’s the center of the Venn diagram, bridging these communities while keeping the game fresh and enjoyable.

    -----------------------------------

    TL;DR version

    Midcore content is the balance point between casual and hardcore gameplay, where players can engage at their own pace. It offers scalable challenges that don’t lock players into strict commitments, rewarding time and effort instead of raw difficulty. This type of content appeals to both casual and hardcore players, providing stimulating, varied experiences that keep people playing. Examples like Bozja, Eureka, Deep Dungeons, and Variant/Criterion Dungeons allow players to explore, challenge themselves, and enjoy rewarding gameplay without feeling overwhelmed or excluded.

    TL;DR,DR

    Darmok and Jalad at Tanagra his Arms wide.
    (36)

  2. #2
    Player
    Mawlzy's Avatar
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    Sep 2023
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    2,697
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    You're probably going to now receive a string of replies on why your wrong, but your demarcation above strikes me as the clearest and most accurate one to date for NA, and I assume EU.
    (9)

  3. 01-11-2025 05:19 PM

  4. #4
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,792
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I feel like I want to agree a lot of with this... but I can't help but feel that the examples chosen conflate --accidentally/incidentally or not-- mere "grind" with "difficulty"... or even the openness or longevity of "expression" (skill-wise or otherwise) I personally think might be most pivotal to something being "midcore".

    Or, I would agree that developing "midcore" content will require some additional, deliberate investment on the part of the devs --though not necessarily in terms of separate content-- but think that being "midcore" is separate from and agnostic to the amount of time something requires to progress --especially in terms of getting to the meat of its gameplay, of all things. To my mind, "midcore" content should not necessarily require substantial "investment" from the player just to access the bulk of that content's span/depth of potential engagement.

    Simply put, the kind of "midcore" content I'd most want doesn't require altogether different content types. It really does just require more scalability out of the core content... and perhaps a bit greater breadth of optionality in surrounding systems -- say, within matchmaking options, as to better curate one's experience without necessarily running through the hoops, mutual exclusions, and reduced relevant player pools of PF, etc..

    For instance, I would much rather have option to do slightly reconfigured "Savage" dungeons themselves --perhaps even with a low-ish max ilvl and weekly-cap drops/chances-at-drops shared with Savage raids-- than a wholly separate (and imo, visually-degraded) form of dungeon a la Criterium. I would rather see Relic grinds or reinvigorated Wonderous Tails analogs introduced earlier complete with rotating bonuses to shorten queue times and simple toggles for taking the given content more seriously, not, or either one, etc.

    Personally, the most enjoyable examples of what might broadly be considered "midcore" content that I've experienced in this game has had is rapid-queues late-night Extreme PuGs during Light bonus rotations where one would end up seeing many a familiar face, with many people playing quite well for the fun and speed of it despite not being wholly forced to play at that level, without any run feeling outright threat-less. Oddly enough, original Diadem also came closer to that for me than Bozja, if only because of the far more immediate optionality it gave compared to Bozja or Eureka before it. Elsewhere, it'd be the likes of M+ if matchmaker-capable and allowing one to pick which combinations or spans of dungeon, level, and affix alike they want to queue for (with only some soft incentive to vary things up rather than being locked to this or that) with whatever chosen constraints in matchmade party and more functional content-specific commendation and a handy "Stay as group" feature for after a given run for those who want to keep up the fun momentum.

    Such not only provides things that reward dedicated play at whatever level of performance with a sense of progression but also further leverages things that reward personally high levels of play and progression in terms of one's own skills/performance/etc. by reducing barriers to entry/engagement in time and hassle while allowing for more interesting chained experiences. And that has at least as much to do with quality of surrounding systems as it does content type.

    ______________

    That said, to give a rather different example, despite liking the ability to take content piecemeal to better fit in with my hectic schedule, I like when raids in (at least their original and designed-for form) feel like cohesive and complete experiences. Here, Alliance Raids, imo, do that far better than the actual so-called "Raids". But why does it even have to be all one or the other? Why can't one queue into the whole Normal Raid "series"/"tier"/"wing", if they so please, complete with (interesting, for a change) trash with strong tome rewards or the like (perhaps increasingly degraded after the first clear of each segment for each week) and flavorful, immersive environments for that more cohesive and "raid"-like experience? Allow people to queue specifically into the fight they want to farm for their weekly loot as well, of course, but why not start from the whole and then offer QoL via divisibility rather than just treating any content capable of more difficulty as locked in stone to mere boss arena series?

    Given that, perhaps if the likes of Bozja didn't lock their more entertaining portions so deep behind grind that is typically varied only in shallow visuals (and is therefore all too often mindnumbing due to the impossibility to create interesting and choiceful tuning points against the provided progression systems), I'd hold fewer reservations in agreeing.

    But, I do think more immediate breadth of choice is key, too, not just the fact that something will ramp up over time. Else, "midcore" is a transient personal sweet spot over which the player has agency by which to keep themselves in as long as they desire.
    (1)
    Last edited by Shurrikhan; 01-11-2025 at 06:19 PM.

  5. #5
    Player
    Nero-Voidstails's Avatar
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    Nov 2023
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    792
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    I will also say this midcore is something that you can go in have a good time and able to learn without a guide and still do well then leave without really any downside. For me midcore is the same way but I could add maybe variant if they were slightly hard but I aren't sure we're they really belong not gonna lie! But ya I think midcore is more into something you can enter grind and leave whenever when life it I am one of those player myself I disliked Endwalker because of that not gonna lie with all of you.


    After all I cannot join a static due to the time I work and go to bed unless I go EU there I could haha due to the timezone x) but my RP is in NA and I honestly don't wanna study a fight to be able to do it for me it's annoying and not fun at all but it is me haha but I know other might feel that way too but savage are things i cannot do to often because I often play 2-3 hours a day when I work and on my days off I don't want to do 3 to 5 hours a day because day off haha xx)
    (4)

  6. #6
    Player
    MoofiaBossVal's Avatar
    Join Date
    Feb 2019
    Location
    Gridania
    Posts
    587
    Character
    Kokoro Liliro
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    I just want more engaging content, but without the frustration of raiding where it feels like a second job pugging in party finder or showing up to a scheduled static time only to die over and over and over on one boss. So Extremes and savages and criterions do nothing for me. I want to kill (or fail a CE) and just move on to the next thing. I liked Eureka and the Critical Engagements and Castrum in Bozja, and I liked having to anticipate what Dawntrail dungeon bosses will do next but they are still comprehensible and beatable in 1 or 2 attempts unlike Criterion dungeons which you have to prog like a raid. I guess deep dungeon also exists, but I do not like the cramped corridors and a 4 man party isn't as cool. Zones with lots of players and lots of harder (but not frustratingly hard) bosses in them is more fun. I also liked the progression, not just in the relics but in reaching a new zone, though Bozja was disappointing in that regard in that there were inly two zones and the second one also looked like a grey wasteland.

    Chaotic is neat in that you can just buy auction house gear and port straight onto a platform, is grandiose with 24 players and you still feel like you are important when phase 2 splits everyone into smaller groups, but it just takes one player making one mistake to wipe the raid, and 60 attempts later of fighting and dying to the same boss with nothing to show for it is not fun.
    (12)

  7. #7
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by MoofiaBossVal View Post
    60 attempts later of fighting and dying to the same boss with nothing to show for it is not fun.

    I've not found that kind of combat content interesting solely due to that. I used to have a static in like FFXI or early WoW, I can see this type of content being fun in that setting- but outside of it, the whole experience is terrible (PUG / DF when DF isn't ready for it). Wait to party, get someone lying about their ability, or worse a drama queen / king on top of it, kick them, wait for party, Steve wont learn their content specific role, Onebuttonbob is below parse, waste time both actively and passively (using food, potions, etc), have nothing to show for it, try again later, win, don't get the item you want / need, go again. Consume a lot of time that you had to carve out from things that could be more interesting. Slot a schedule in that restricts your 'real' life. Just, *gag* lol
    (7)
    Last edited by Shougun; 01-11-2025 at 06:27 PM.

  8. #8
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,015
    Character
    Peter Redhill
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Shougun View Post
    I've not found that kind of combat content interesting solely due to that. I used to have a static in like FFXI or early WoW, I can see this type of content being fun in that setting- but outside of it, the whole experience is terrible (PUG / DF when DF isn't ready for it). Wait to party, get someone lying about their ability, or worse a drama queen / king on top of it, kick them, wait for party, Steve wont learn their content specific role, Onebuttonbob is below parse, waste time both actively and passively (using food, potions, etc), have nothing to show for it, try again later, win, don't get the item you want / need, go again. Consume a lot of time that you had to carve out from things that could be more interesting. Slot a schedule in that restricts your 'real' life. Just, *gag* lol
    That's where I am at as well, but to a more casual extent. I want content I can jump into and do that is more difficult than the mind-numbing slop we have for casual content. I don't want to make a premade party, and I don't want to waste my time. So the content has to be easy enough to not need that level of coordination, but hard enough to satisfy that itch. And I don't think given what I've seen over these past 11 years that SquareEnix is competent enough to do it. They weren't competent enough to see the issues of DC travel. They weren't competent enough to fix Viera and Hrothgar. And they aren't competent enough to do what I would want. All we will get is more commitment based gatekeeping PF bullshit we've been privy to for years. And I don't do that type of content. Not now, not ever. Unless you can magically make a group of non judgmental people willing to give and take constructive criticism while being able to be joined at random, you will fail to capture that market of players. Just as they have now and why they're hemorrhaging players.
    (3)
    "You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."

  9. #9
    Player CaedemSanguis's Avatar
    Join Date
    Dec 2015
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    1,106
    Character
    Benedikta Harman
    World
    Moogle
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Ardeth View Post
    So the content has to be easy enough to not need that level of coordination, but hard enough to satisfy that itch
    you see, this problem is about FF14 netcode/pve structure, not about content, FF14 difficulty is "on/off" there is no middleground, unless they do mechanics that is execution heavy rather than dance, we'll have to wait for 7.2 + 7.3 to see if they can do it
    (0)

  10. #10
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,015
    Character
    Peter Redhill
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by CaedemSanguis View Post
    you see, this problem is about FF14 netcode/pve structure, not about content, FF14 difficulty is "on/off" there is no middleground, unless they do mechanics that is execution heavy rather than dance, we'll have to wait for 7.2 + 7.3 to see if they can do it
    I just wish their mechanics and structure of mechanics weren't so convaluted. Like the boss raises his right fist and starts casting "big hit," you see the marker, and you dodge it. But then they have the boss lift their fist and have no marker. It still casts "Big hit," but the player doesn't get the same marker structure and dies. Because the marker popped up at the very last second, and they can't dodge it. Now, the simple solution is to focus the boss and watch the cast/boss, but the majority of people aren't going to do that and die. Or the mechanics straight up has no telegraph happens for a minute straight requires you to memorize it and you die to it. I just wish we got more common sense mechanics even if the only solution to making them harder is making them faster.

    But I'm a casual. When I do content, I like to learn that stuff and not spoil it with a video. Understandably, people don't want to waste their time. So if we need harder solo content, maybe. I'm not sure, but what I can say is that the current system sucks. It not fun, and it leaves me playing the game less and less as time goes on.
    (3)
    "You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."

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