Just did some more research on the subs, seems a bit more complicated then I thought but also not that simple. It did peak in wotlk but it was also the first time it started dropping (before icc actually) which does support my claim that, if players don't feel the need to sub long haul, they just sub in for new content then sub out when its done. notably in favor of this the subbing which as of before was a steady climb, bursted up but then began an up down pattern it had never seen before. As for cataclysm, at that point they were changing the ways of the game too often and ended up just burning both sides in one way or another. I do believe the real peak was at the time of ulduar (I do recall enjoying that place a lot)It actually had its sub peak in WotLK (which happens to be the most casual-friendly and accessible expansion they released). :-\ The subs didn't start to decline until the end (when ICC was out for a freaking year), and dropped even further when they tried to "go back to the good old days" with more punishing 5 man content. But revisionist history...
Also, I would like to say that if I am not coming out quite right, I am not saying all content should be super hardcore elites only, but it shouldn't be too easy either. I feel that rather than simply nerfing old content and making it easier, increase its rewards and allow players to progress through it faster. Imagine if in the future, a bigger raid comes out. Instead of making coil/CT easier, we get a higher myth cap and rewards and more items drop in those places. While it does translate to them becoming somewhat "easier" by gear, it doesn't change their core. new players joining an old company can also be geared out by their guildies much faster (who are also probably getting gear for alternate jobs) allowing them to experience old content but get into the newer stuff. This also allows people to gear up alternate jobs faster for new content to change jobs or increase versatility.
Last edited by MrSmiley; 09-25-2013 at 03:41 PM.
That's what Blizzard has tried in MoP, Mr. Smiley. It's not working. At all. Their subs have dropped further because there are casual guilds who just can't get through some of those fights. And they give up.
A hardcore guild like mine will spend a month and a half on a fight, 400+ wipes. A casual guild? They probably won't even stick with it until wipe 30.
I haven't played mop much but I can say it sounds similar to cata issue, a lack of consistency. Not only is the game old and graphics not aging so well anymore but it sounds like even now they keep changing how they want to focus it which isn't going to keep anyone. They also base too much on daily chores which will drive people out when it becomes too much.That's what Blizzard has tried in MoP, Mr. Smiley. It's not working. At all. Their subs have dropped further because there are casual guilds who just can't get through some of those fights. And they give up.
A hardcore guild like mine will spend a month and a half on a fight, 400+ wipes. A casual guild? They probably won't even stick with it until wipe 30.
In any case, I'm done in here, gonna focus on my group ingame ;P
Agreed to all of that. What I'm hoping Square will do is fix the latency issues (because, well, as a healer it's driving me absolutely insane on fights like Hydra, for instance, where both tanks are in the exact same spot on MY screen, but one gets hit and the other doesn't) before they do serious nerfs. Currently, you're not just playing against the encounter...you're playing against the weird random sync of the servers + your own latency. And that is just a bit much, imo.I haven't played mop much but I can say it sounds similar to cata issue, a lack of consistency. Not only is the game old and graphics not aging so well anymore but it sounds like even now they keep changing how they want to focus it which isn't going to keep anyone. They also base too much on daily chores which will drive people out when it becomes too much.
In any case, I'm done in here, gonna focus on my group ingame ;P
Here's the thing for many of you, either its actually server lag, and its static so you can plan for it, just like very single person in 1.0 did for ifrit extreme, or its you personally lagging, so stop complaining and stop playing on a machine powered by a potato.
Please don't do this! I don't want to have to rush through content just to be able to experience it before it's made easier. Older content will get naturally "easier" when more players get experienced with it and there's new content offering better content to use in older one. There is absolutely no need for additional nerfs in content difficulty.
i really cannot understand why they have plans to ease up everything so fast. You cater to the ppl that leave mmos after 1 month if the content is done. Since you insist on a P2P style that doesnt make any sense. Why should i stay in a game where all effort is for nothing with every new content-patch. (if it involves new, harder fights).
And what do you achieve? Honestly... the ppl that like the difficulty and play a lot, experienced it already, making it now even easier to farm for them. The ppl that perhaps didn't try out the content as it used to be are now given an all-easy-mode way to the top and feel unchallenged, bored and... guess what: will complain that there is nothing to do and since they never learned what losing a fight is from 1-50 (and endgamge that got easier) they will most likely complain and/or wait until the next make-it-easier patch comes up.
The fact that mmos make things easier to get more ppl is usually what they do when they lose ppl massivly and change to a F2P model since you just cannot keep ppl attracted and willing to pay 10 EUR+ for all easy mode.
Furthermore the markets get killed too. who wants to put efford in crafting when it becomes worthless too fast?
I know Yoshi said he wants to tone things down when new content arrives but... 2.1 for me was what was missing in 2.0. Please just leave the difficulty longer. I wanna enjoy the game without rushing.
These decisions really make me wanna rush, see it, and quit. Then re-sub after every content patch.
Last edited by Anty; 09-25-2013 at 04:32 PM.
While it is possible to plan for it, there are some things that does not help on either. Compare Cape Westwind's Missles, to Cutter's Cry's Chimera's eye attacks.
Both are large AoE's, the missiles you have about a 10 second in-game warning for a static attack(IE your basic pattern recognition mechanic with a crutch), compared to the Eye attacks being random as to which one you get and no markers for the range, and I know I have not done enough runs of Cutter's Cry to know the general timing of the attack either. The eyes without the confirmed bug/lag regarding positioning would be easy to avoid since there is enough time from the message to get to the appropriate range. Ranged damage and healers have it easy, as they can stand just out off range of one(once they get feel for its reach) and barely move to avoid the other. Melee damage, if they know when its coming could start moving to cut down the distance needed to travel if its the one they have to dodge, though I don't know if Pug/Mnk has a ranged attack off hand and it is possible to misjudge the timings. Your Tank is going to have til the warning or potentially risk causing problems for everyone else in the group, and if your tank is the one having issues with the lag/bug, he is going to eat the blue eye attack almost every single time.
So planning doesn't necessarily always solve the issue.
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