I might just call this thread the Necronomicon...or how ever its spelt
'United we stand, Divided they fall'
And ummm...
Why not give the same things to hardcores and casuals?? I mean, I didn't played XI a lot (just 2 years and some more : / ) but I think that there were some equipment that had an alternate version (and If not, it can be here)
I mean, for hardcore players you can have an instanced battle and/or free NM Tiamat that drops Tiamat's scale armor. In another hand, casual may have a lot of quests to do, but that they would be able to do with time, and some other people, and at the end they have to fight a lol Tiamat version. That NM drops lol Tiamat's scale armor.
Each armor has the same stats (or nearly) but the first one is bigger, brighter and nice, and the second one is smaller, not that shinny and not that cool.
I'm The First and The Last...
I'm Alpha and Omega...
I'm the Beginning...and The End..
So long as I dont have to go thru the same type of hell to get a fully upgraded sword like the XI dynamis weapons Im all game for hard work to get the top notch gear. But there is a point that things start becoming beyond absurd.
It is better to be pissed off than pissed on.
Chinese gold farmers have to eat too!
Rarely Plays
See your face upon the clear water. How dirty! Come! Wash your face!
loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk
People mistake dyna weapons as being hard to get.... nothing hard about them they just took time and the power they gave you justified them. Being able to hold of knhimera for 10 mins while your ls gets there is really broken.
Not everyone that has many hours a day to play leeches in their parents house and doesn't have a job. Maybe some of us went to college for 8 years, did awesome, and now only have to work 3-4 days a week for 70k a year. And maybe we're not very attractive so offline girlfriends are basically out of the question. 168 hours a week - 28 hours of work - 49 hours of sleep - 16 hours to eat = 75 hours a week of play time.
Really though, this game won't be made for those kinds of people. We/they will run out of things to do. Things may be difficult but nothing will be time consuming. Thats why I bounced.
Never have I been happier to be a 'casual'. Also, I enjoyed the 'did awesome at school so don't have to work' thing, thanks for the chuckles.Not everyone that has many hours a day to play leeches in their parents house and doesn't have a job. Maybe some of us went to college for 8 years, did awesome, and now only have to work 3-4 days a week for 70k a year. And maybe we're not very attractive so offline girlfriends are basically out of the question. 168 hours a week - 28 hours of work - 49 hours of sleep - 16 hours to eat = 75 hours a week of play time.
Really though, this game won't be made for those kinds of people. We/they will run out of things to do. Things may be difficult but nothing will be time consuming. Thats why I bounced.
I'd say that sums it up pretty nicely. In any other walk of life what people would call 'casual' on here is pretty hardcore, doing 1-2 hours every DAY of anything outside of the weekends is probably regarded as hardcore. It's just unfortunate that people who play in excess can become a bit warped with what's probably an acceptable amount of time by the general community.Casual simply means "I realize that I can no longer afford the time to devote my life to a game, but would still like to enjoy all it has to offer when I have time to spare".
Last edited by Sephr; 07-04-2011 at 10:40 PM.
Casuals honestly are really loud to want thing from this game but because they're usually people with very little if any playing or game-design experience THEY HAVE NO IDEA WHATSOEVER HOW THEIR WISHES WOULD REALLY AFFECT THEIR ENJOYMENT OF THE GAME.
For example death penalty: sure having no fail-state in a game might sound fun because who likes punishment right? It's only the people who design games or have been playing for a long time that can see how the risk and reward balance is tightly formed by the fail-state.
Sure casuals want crafting to be simplified to mashing one button but anyone who has played MMO's knows that an MMO is such a big time commitment that if there's no depth of gameplay to discover one can do the vegetative monotonous activity only for so long and definitely won't pay 10+$/month to do it.
While I don't think it's wrong to ask for these thing I honestly would like to think there's some people at SE who can see the big picture (their latest products don't give much hope though) and makes these decision based on wat makes a good game not what the casuals want.
Casuals honestly are really loud to want thing from this game but because they're usually people with very little if any playing or game-design experience THEY HAVE NO IDEA WHATSOEVER HOW THEIR WISHES WOULD REALLY AFFECT THEIR ENJOYMENT OF THE GAME.
For example death penalty: sure having no fail-state in a game might sound fun because who likes punishment right? It's only the people who design games or have been playing for a long time that can see how the risk and reward balance is tightly formed by the fail-state.
Sure casuals want crafting to be simplified to mashing one button but anyone who has played MMO's knows that an MMO is such a big time commitment that if there's no depth of gameplay to discover one can do the vegetative monotonous activity only for so long and definitely won't pay 10+$/month to do it.
While I don't think it's wrong to ask for these thing I honestly would like to think there's some people at SE who can see the big picture (their latest products don't give much hope though) and makes these decision based on wat makes a good game not what the casuals want.
Unfotuantely the same could be said about hardcores. Hopefully they make their decisions based on what makes a good game, not what the hardcores want.
The reality is no one really seems to know what these terms mean anymore. People throw casual around like they used to use carebear.
I like full loot, open pvp games, with asset destruction. I don't like to have to play five hours to achieve some minor progression. I don't enjoy grinding the same mob as it respawns over and over to get 3% experience of a level. I don't find rerunning instances and killing raid mobs over and over for a .002% loot drop chance enjoyable as well. Does this make me a casual? I prefer fights that don't give you much room for error, ones in which one mistake can mean your death, but because I don't like to grind mobs and camp mobs, I'm casual?
The point is, this thread is just a pissing contest between people who think they know how to design games but more than likely(not saying people here aren't game developers) have no idea what constitutes a porfitable project idea in terms of MMORPG design.
Rarely Plays
See your face upon the clear water. How dirty! Come! Wash your face!
loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk
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