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#102 Feb 26 2016 at 5:21 PM Rating: Decent
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Please link a complaint about Hall of the Novice. I'm actually curious, cause those trials would take a complete doofus to find at all difficult.
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#103 Feb 26 2016 at 5:30 PM Rating: Good
BrokenFox wrote:
Please link a complaint about Hall of the Novice. I'm actually curious, cause those trials would take a complete doofus to find at all difficult.


Please don't force me to read through the official forums...
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#104 Feb 26 2016 at 5:42 PM Rating: Excellent
My first response at that long post at the end of Page 2 here was, "OMG... AM I SEEING THINGS? HIO IS DISAGREEING WITH FILTH AND TAKING HIS ARGUMENT APART!?!?!? WHAT!?????"

Then I realized it was Hyrist again.

It's Friday, I'm starving, and I need to eat something.

Edited, Feb 26th 2016 3:53pm by Thayos
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#105 Feb 26 2016 at 6:53 PM Rating: Decent
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Hyrist wrote:
If the hardcore players absolutely must have their prestige gear to weigh above other players. They can provide multiple routes for the Relic Weapon Quests which nets them higher stats at their respective peaks, and then stick the upgrades into Savage, or distribute them at the top echelons of each content type


I think your problem seems to come from this point of view. It's not about "weighing over others" because lets face it, if this was a real MMORPG, the only thing that would weigh over a "general player" is if my midan gun enhances my abilities DIRECTLY or even adds new abilities while equipped with it (the game's core supports this.). Me having 100 Crit on a gun versus your 87 Crit means jack **** in this game especially when you having a gun with 87 but you don't touch content that even requires those stats furthers the point it means nothing, so "Prestige" isn't even a thing in this game when you think about it..

People just want gear to match the content and content that actually MAKES IT WORTHWHILE to progress to and through. Which is why 3.2 actually has a route of progression for once since they actually had people caring for XIV's development direction..basically, since they were focused on relaunching the game and 2.0 - 2.2 was actually structured.

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Put simply, if they designed Diadem to function like Dynamis, or even a harder version of the 24 man content we have now. Then put the average difficulty of raiding between Savage and what we have now, pull savage entirely out of the progression pool. And put a decent reward system tied to PvP. They could potentially keep the highest reward tiers on all three routes, and appeal to the dedication of a far, far broader range of players than they are now.


Well, then comes the thing you seem to be again:

People will then have to do PvP depending on the rewards, especially based on this game.

Raid Gun: 100 Skill Speed, 92 Det
PvP Gun: 100 Crit, 92 Det
Derpadem Gun: 60 Det, 45 Crit, 30 Skill Speed (cuz Aetherial)

Guess which gun you'd go for? You'd want the PvP gun because of the 100 Crit...but what if you despise PvP and don't want to touch PvP, similar to how people seem to not want to touch Savage? You're out of luck with this game's current itemization. So honestly, having a progression from 1 route to top tier, like now, is the best way until they make better items.

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Right now? What SE's doing, is trying to lead most their players around the nose to content that gets progressively harder in order to progress. But they bleed subscriptions when they do that between the tedium and difficulty jumps.


Actually, based on the report from the President himself, they bled because of the GAP between 3.0 - 3.1 because 3.0 wasn't that..well...packed with content, especially when you're done with MSQ. They have NEVER bled subs as badly as they did during the 3.x line of content progression. When the only content you have left is content not even the DEVELOPMENT TEAM TESTED OR COULD COMPLETE FROM STAR TO FINISH for 5 months..? You know what that does to ANY game? xD



Edited, Feb 26th 2016 4:57pm by Theonehio
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#106 Feb 26 2016 at 7:24 PM Rating: Excellent
This is a real MMORPG. Nothing in the definition of the genre requires horizontal progression.
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#107 Feb 26 2016 at 7:32 PM Rating: Decent
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The flaw in your counter-argument stems off of this:

Quote:
Raid Gun: 100 Skill Speed, 92 Det
PvP Gun: 100 Crit, 92 Det
Derpadem Gun: 60 Det, 45 Crit, 30 Skill Speed (cuz Aetherial)


This is misrepresenting content to tip the argument in your favor. But let's go with this. As a Dragoon. I value Crit and Skillspeed. Let's say that stat is on perhaps, two pieces from Diadem, One from Raid content, and another From PvP. If I'm min-maxing, guess what I'm doing?

All of it.

We can argue about how certain weapons will be dove for above another and how SE does weapons in this game really can be a discussion on its own. But in the end there's no reason SE can't distribute best in slot pieces, so that that players who want the best are encouraged to do a wide variety of content, rather than just focus on one. And, honestly, that's how FFXI was designed in the old days. It can be done with vertical progression, even with the content schedule we currently have, if SE was wise about how they distributed the loot system.

Quote:
People just want gear to match the content and content that actually MAKES IT WORTHWHILE to progress to and through. Which is why 3.2 actually has a route of progression for once since they actually had people caring for XIV's development direction..basically, since they were focused on relaunching the game and 2.0 - 2.2 was actually structured.


Except this isn't panning out in practice. Even now.

In the end I still feel that my philosophy of putting a clear end-point in gear progression accessible through multiple routes and then proceeding to focus on the performance game specifically would be the best overall route here. Primarily it'll help push down the grind fatigue by mixing up the content beyond a simple sequential order, which is what we have now with 3.2.

Literally, my loot path for the next seven weeks is all planned out for me already on reddit and I have to wonder whether or not I'm playing the game or if it's just playing me at this point. And if I choose a different route? Well, I fall behind, significantly - because it ties to my weapon upgrade path, which is the strongest boost in performance for any class.

What should have happened, is that seven weeks should have been a matter of just spending significant time in ANY of the content and then where you wound up getting your weapon ends up determining a different build path to similar if not 100% equivalent advancement. This would put choice back in the players hands. You'd get your sense of progression either way.

As far as the idea of maintaining a sense of challenge and purpose - I maintain my philosophy that the hardest content in the game shouldn't be about gear progression so much as a lasting reward structure that endures past the bi-annual reset.
#108 Feb 26 2016 at 8:36 PM Rating: Good
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Hyrist wrote:
FilthMcNasty wrote:
Theonehio wrote:
This format is severely double-edged because it's easy to catch up/keep up..but at the sacrifice of lasting content.


Exactly. They're trying to appeal to a player who isn't dedicated to the game at all and while they're not doing a horrible job at it, they're hurting themselves in the process. I love theme parks, but I couldn't go to the same one every day unless there was enough to see and do that I could spread it out enough to keep it from becoming redundant.


I'm going to challenge this and declare that your ideal of dedication is both dated and completely invalid to begin with.

All I mean by dedication is someone who is willing to keep their subscription active. No threshold for time or activities, just staying active. Plain and simple.

As for gear differences I can only offer an example...

If the reward for a competition or contest is the same regardless of where you place, where is the motivation to actually challenge yourself to reach a high level of performance? Why bust your hump slaving hard hours in the gym or practice field if the reward for that hard work is the same as if you'd sat at home piling potato chips into your head? Would you work as hard as you do at your job trying to get a promotion if you knew that the raise you'd get amounted to daily bus fare?

Higher rewards coming from more difficult content is a function of the reward system itself and is completely independent of gaming, much less MMO gaming specifically. It just happens to be more pronounced because there are so many players competing with and against each other.

Theonehio wrote:
People just want gear to match the content and content that actually MAKES IT WORTHWHILE to progress to and through.

Essentially this. It's not a new phenomenon that rewards scale upward to match the obstacle overcome. I'm still in the boat with the players who would seek out the challenge regardless of reward, but I also respect that there are people who are reward driven as well. I'm not sure why other people can't see it that way.
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#109 Feb 27 2016 at 12:07 AM Rating: Decent
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Wooosh....

Ok let's start over.

First and foremost, what you're explaining as far as working hard for rewards that ultimately equate to daily bus fare. That occurs, right now, in the game, at all levels. People excuse it as 'progression' content, but when most content is synced unless you intentionally damage your rewards (like the new music scripts) and unsync it all you're doing with the current reward structure is treading water.

I'm not opposed to the cylce of progression, but at this point there's two probelms with it, and it's systemic to most MMOs these days.

First, you never stop preparing. You're pretty much dependent on the content you're participating in, to clear the content you're participating in when you reach the Savage level. That, for the lack of a alternately emphatic word, is downright stupid. If the purpose of the gear you're acquiring is to prepare you for the challenge ahead, then there should be an existing goal for which to complete that challenge. Not repeatedly beating that goal for said gear to more easily complete that said goal because there's no more goals to go for this patch.

This is especially important considering how quickly the recycle mechanic occurs in FFXIV. No matter where you are at in the ilvl chase, from the top to the bottom of that last cycle, all the catchup mechanics kick in and wipe out the accomplishments from the last two patches before it. Making it pretty much meaningless to approach that challenge in the first place.

So what we have is a perpetual state of preparing for something that never really occurs for rewards that never really mean anything. Everyone feels like they have to gear up and be current, but there's nothing to be current for, except the ilvl gates of the next patch's content, which could easily be acquired as soon as that content comes out.

Case in point: I went from 190 to 205 in two days of casual play. Heck, I probably could have geared most of 205 from unused wolf marks in my inventory instead of spamming Void Arc for upgrade tokens.

Why am I gearing up? To do the content that's current. Why am I doing the content that's current? To get access to the new gear that's out? What am I getting that gear for, for the next set of ilvl restrictions/artificial difficulty gates that are coming out. It's pointless. There's nothing there that instills a sense of accomplishment from my view. Not even grinding my butt off to get the 'best weapon' of a patch cycle that's maybe six months long at best, when that 'best weapon' won't even be best for the entirety of those two patches.

Raiding shouldn't be the end-note. Not the way that it's presented. The game itself should have a broader progression path to appeal to more than a narrow aspect of it's base. But that's only the one problem. Having a place where there's an actual challenge and reward structure not pinned on a self-depreciating cycle is really what needs to occur here. There's an incredibly limited sense of accomplishment here that we as players should really be seeing the seeds of this late into the game's development (and remember, that's me counting from a Realm Reborn, not 1.xx)

Mounts and furniture pieces are one thing, and I do think they need to exist in order to give permanence to some accomplishments. But I think the true end game accomplishment for putting that much effort into the game should go a step further than that. But in trade, I feel as if that preparedness should stop short of the hardcore line, and the defining factors should be skill, not ilvl.

Things like unique company buffs, custom combat animations and the like were ideas I threw out as more permanent rewards for those who tackle the challenge and go above and beyond and I still feel that can work.

In the end I feel vertical progression games have lost a sense of permanence with the way power creep works, and I feel that the reward structure for completing challenging content shouldn't also fall into that trap. Put bluntly, there's no point in having an ilevel above ~230 this patch, given adjustment for content difficulty. Instead, there should be better rewards for clearing Savage that aren't related to the ilvl climb.

This make sense to people?
#110 Feb 27 2016 at 1:07 AM Rating: Decent
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First off, I have no dog in the progression fight. As I've stated before, whether people like it or not it will probably be here to stay. We can agree or disagree on what progression is, what it should be and how XIV would be with or without it, but it's not going anywhere.

If the broader path to progression doesn't retain that balance of difficulty vs reward, everyone is going to take the easy route. No one will give a **** that they have 10 different ways to obtain whatever they want because path of least resistance. The other reason it's pointless is because unless you're pushing into high tier raiding, you don't need the gear for anything other than aesthetics. I'm not making the case that there is no benefit at all but it's far, far from being as important as it is to someone who actually raids.

Hyrist wrote:
Why am I gearing up? To do the content that's current. Why am I doing the content that's current? To get access to the new gear that's out? What am I getting that gear for, for the next set of ilvl restrictions/artificial difficulty gates that are coming out. It's pointless.


As I said, I'm in that boat with the challenge seekers. I don't look at is as "why am I doing x". I instead look at it as "do I enjoy doing x". It's only pointless if it's not enjoyable. At least, that's my reasoning for doing what I do in a video game...
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#111 Feb 27 2016 at 2:05 AM Rating: Good
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So do I. But in terms for this discussion I let it go without saying. MMOs in and of themselves are like living storybooks. I want to have something to remind me of the adventures I have. In this case the majority of that is just gear that gets tossed once limited inventory space demands me to.

One of the reasons why I like things like the relics in FFXIV is that it's a physical symbol of the continuing story. Some thing that comes with me.

For terms of story progression you can go back and look at cutscenes in the Unending Journey. But in terms of other parts of contact, there's very little to remind you of achievements into the endgame, which is strange when you consider it impact the identity of players a lot. Those tales and trials become a part of what they are in game and there's little lasting impression for that, besides furniture which is quickly starting to lose space now.
#112 Feb 27 2016 at 6:27 AM Rating: Good
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Theonehio wrote:


This format is severely double-edged because it's easy to catch up/keep up..but at the sacrifice of lasting content. They say they don't have the manpower or resources to give us proper content, but they seem to use what little they have on stuff no one asked for...and if any asked for it, was the severe minority



Well, Yoshida has been lying for some time now about a lot of things. But one that always sticks out is how SE advertises that there are 5 million players. Even a 6 year old knows that's a lie. More like 5 million accounts with 500,000 active players.

And I would not say it's "easy to catch up". Unless your form your own PF to do trials/raids, you're not going to get anything done, even then it's a slime chance of filling since people are so firsttimerphobic.

At the "20 minute a week" comment, lol.. There's actually folks that have said they play 30 minutes a day. It's sounds unbelievable but its not an uncommon thing in the US for people to work 2-3 jobs and barely have time for life. I personally 9 hours of free time per day(12am - 8am work. Sleep at 5pm). But my routine in FFXIV is usually the same:
10:00pm
DF: Leveling
DF: Trials
DF: 50
DF: 60
DF: Expert

Roam around northern thanalan to raise people.

Log off.

It's usually after 12pm when all of that is done.

The sacrifice of content is more the fault of the earlier MMOs that started that stupid daily quest trend. It's not going away anytime soon..

I got permanently banned at the official forums for basically having an all out verbal war with another person there. She announced she was going to quit, and proceeded to berate people for sticking around and liking the game. Most people bend their *** backwards to her, unfortunately for her, she ran into me. SE did not take kindly to the comments I had for her. :) But it's the official forums - SE protects THOSE people at all costs, and it is their voices that run this game - that is the sad truth.



Edited, Feb 27th 2016 7:33am by TwilightSkye

Edited, Feb 27th 2016 7:34am by TwilightSkye
#113 Feb 27 2016 at 10:00 AM Rating: Decent
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Hyrist wrote:
The flaw in your counter-argument stems off of this:

Quote:
Raid Gun: 100 Skill Speed, 92 Det
PvP Gun: 100 Crit, 92 Det
Derpadem Gun: 60 Det, 45 Crit, 30 Skill Speed (cuz Aetherial)


This is misrepresenting content to tip the argument in your favor.


I'm curious, do you actually raid in this game? Have you raided in this game? I don't mean "story mode", i mean getting down and dirty with the coils when they came out and did Savage Gordias and Midas. I wasn't misrepresenting anything - anyone who actually gears up their character per patch knows all too well this happens constantly when it comes to going for BiS (and yes, if you care about gear, you go for BiS, which is why Diadem was such a mess for the itemization.) A lot of times the raid drops were never anywhere near close to your BiS. So no, it's not misrepresenting, it happens A LOT. Ask anyone who actually raids and cares for their stats. Even more so now that SE slapped accuracy on almost every gear which makes you BLEED accuracy if you're not careful.

So if they're going to have "Top gear from each route" for example, unless they change the way items are designed, IT IS GUARANTEED THERE WILL BE A BETTER OPTION OVER THE OTHER, as I exampled. I do all of this games content, I try to maximize my gear. I've been in the situation where as a BRD, my best gear was CRAFTED GEAR FROM 2 PATCHES AGO and not gear dropped in the newest raid.

Basically I was 25 ILVLs behind everyone else. So no matter the intention, if people don't like to raid or want to raid, they'll do x content instead, but if it offers the same reward ilvl and better stats, guess what the people who like to raid and don't like to PvP would have to do if it happens to have stats more suited for optimization? If even ONE PIECE of tank gear from PvP lacks Parry and Skill speed, do you know how lucrative that gear is because of how virtually useless Parry and SS is to a tank? So again, not misrepresenting, it's been part of the formula for ages, you just likely never cared or noticed because you probably don't raid. Which isn't a bad thing..but coming from someone who needs a certain crit/acc/det ratio to even be useful on Savage content? I'm not going for a gun with an excess of skillspeed over a gun with an absolutely sexy amount of Crit rate..but I, like you, don't want to be "forced" into content I don't care for.

http://xivdb.com/item/14581/Prototype+Midan+Metal+Musketoon - Raid drop, has skillspeed on it, with the MCH changes this isn't too bad now but...
http://xivdb.com/item/14027/Fire+of+the+Sephirot - Would be the best if it was higher ilvl.
http://xivdb.com/item/14395/Augmented+Torrent+Musketoon - Good, but also mixed with current Savage raid, meaning you have to do both, or take an extra 7 weeks more than usual to get this alternate weapon. This is also better than the Midan gun.
http://xivdb.com/item/13230/Armageddon - Relic. If it can be customized next update it could be the best for awhile.

So again, I wasn't misrepresenting anything - Guess what you will have to do in order to get the Lore weapon compared to just..doing Savage..yet if you do Savage, you get a subpar gun overall compared to working towards your Lore Weapon.

That is what I mean by it depends HEAVILY on how SE itemizes everything.

Edited, Feb 27th 2016 8:09am by Theonehio
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#114 Feb 27 2016 at 11:08 AM Rating: Good
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Quote:
I'm curious, do you actually raid in this game? Have you raided in this game? I don't mean "story mode", i mean getting down and dirty with the coils when they came out and did Savage Gordias and Midas. I wasn't misrepresenting anything - anyone who actually gears up their character per patch knows all too well this happens constantly when it comes to going for BiS (and yes, if you care about gear, you go for BiS, which is why Diadem was such a mess for the itemization.) A lot of times the raid drops were never anywhere near close to your BiS. So no, it's not misrepresenting, it happens A LOT. Ask anyone who actually raids and cares for their stats. Even more so now that SE slapped accuracy on almost every gear which makes you BLEED accuracy if you're not careful.


Go back, read my post. I covered this. I understand stat weights, I have raided. I once lead a raid static for this very game.

We're not even in disagreement here, except for the point where you vaguely imply that any gear outside of raids should not be as powerful or relevant to raids. I'm well aware of SE's poor itemization record, having played Melee DPS, however, I was often fortunate in how the itemization fell for me overall. So I know they're capable of doing it right.

And nothing you've said has contradicted me this time around. Hardcore players in general will do other content to min-max, raiding is irrelevant and you're illustrating the point I'm making. I am, in fact, counting on that to keep multiple segments of the game populated, as do the developers with their current methods. Problem is, they put the difficulty spike so large that it feels required rather than optional, and there are so few sets that there is one clear BIS rather than multiple. Both could be addressed with better endgame diversity, from content to gear.

However, if they lower the overall difficulty of the raiding, BIS becomes less of a concern. The same argument you make could be made for a raider who hates pvp. Or a person who's sick and tired of zerg content. Some people will grit and do other content for the sake of stats. Only reason Raiding comes to the forefront of the mind is because it's viewed as the most difficult and therefore attracts the hardcore groups that tend to min-max more. The behavior in no way is exclusive to them.

However the concern of which again, is to keep all of this content populated through crossing over interests. A person in PVP might value say, Skillspeed over Crit (due to having more actions in a smaller timeframe) Might find something from Raids they want, and go do that for a while. However, Raids are so obtrusive to join at the Savage level that you really can't. So on top of itemization, difficulty around the board would have to be adjusted too.

The point of the matter is to keep content accessible, and entice players to play multiple forms of content to max out their given method. You're right that itemization is a big part of that, but so is difficulty adjustments and gear tuning. What we have now, overall, is narrow and ****-eyed.

Edited, Feb 27th 2016 12:10pm by Hyrist
#115 Feb 27 2016 at 11:25 AM Rating: Excellent
Quote:
The point of the matter is to keep content accessible, and entice players to play multiple forms of content to max out their given method. You're right that itemization is a big part of that, but so is difficulty adjustments and gear tuning. What we have now, overall, is narrow and ****-eyed.


Hyrist 2016!

Seriously, the biggest problem now for the largest percentage of players is that the most realistically attainable high-iLevel gear comes from either tomes or Diadem -- and so far, the Diadem sucks. It's more fun to grind for tomes by doing hunts, dungeons and PvP than it is to engage in a mindless loot pinata.

Most players in this game aren't hardcore raiders who worry much (if at all) about min/maxing. What we need are more diverse types of challenging content (like Diadem could have been) that give value to higher iLevels while also providing enticing rewards.

This game needs its Sky or Dynamis -- an endgame scene where FCs can have all-comers event nights that don't require exclusionary statics.

I feel like this conversation is on a loop at this point, and I'm really losing the will to keep repeating this to the same two people over and over, so this will be the last time I repeat this point in this thread (unless something I say is taken out of context... but that never happens).
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#116 Feb 27 2016 at 4:11 PM Rating: Decent
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You even had people complaining the Hall of Novice is too hard for the DPS and Tank portions...that tells you plenty.


I don't know what has them saying that about DPS, but I can say that the tank one is a little unfair with the last exercise. Even trying as hard as I could with what limited tools you have at level 15, the DPS npc nearly died because he would not stop establishing hate before you could + the healer npc absolutely refused to heal him. Definite imbalance of difficulty with that one, and it feels rather arbitrary simply due to the way hate works in this game (you can see it with some of the earlier tank exercises too, how even if you pull hate on an add it will still run over to your ally npc to execute a special attack before it actually turns to you) and due to the incompetence of the healer npc.

tl;dr: the DPS npc in the last tank exercise takes a lot of simply unavoidable damage that the healer npc will never heal, adding artificial difficulty that isn't present for the other two roles (even though all three roles of npcs do derpy things, really)

Edited, Feb 27th 2016 5:20pm by Fynlar
#117 Feb 29 2016 at 12:20 PM Rating: Decent
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Valkayree wrote:
Nashred wrote:
Makes veterans fell like why bother, We have been playing since launch and someone can catch up in several months. Also the reason it does not bother us to take off and play FFXI for several months. We know we can catch up in a week.


^ This. The game is designed so you can jump in and get to top tier in a few weeks max. And all of the hours the rest of us spent to get our hard earned gear is washed into the toilet as new people can step in six months later and obtain it through easy mode.

I understand that giving new players a leg up helps the game remain sustainable, but there really should be more reward for longevity. Use the stat tracking system to give me real, useful (not just glamour or title) rewards for my obscenely high number of enemies killed, or dungeons finished. Something....


We played sat and got most of the content done in the last patch in less than a day.
Everything except Alexander since we need to have a higher I leveland beat tribe quests obviously.




Edited, Feb 29th 2016 1:25pm by Nashred
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#118 Mar 04 2016 at 7:17 PM Rating: Good
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/slowbro

Until both players and devs realize MMOs need to be more than just raiding and associated issues, this is really just gonna be a stagnant cycle of anger and boredom. I also can't agree with sprinkling BiS stuff between content people might not otherwise do. That's a definite way to breed resentment, particularly when PvEers feel shoehorned into PvP. People are gonna like what they like, bribes or not.
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#119 Mar 05 2016 at 9:01 PM Rating: Decent
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Seriha wrote:
/slowbro

Until both players and devs realize MMOs need to be more than just raiding and associated issues, this is really just gonna be a stagnant cycle of anger and boredom. I also can't agree with sprinkling BiS stuff between content people might not otherwise do. That's a definite way to breed resentment, particularly when PvEers feel shoehorned into PvP. People are gonna like what they like, bribes or not.


Yep. I'd have no problems with PvP if it was actually fun or the game was even designed for it. While true very specific mechanics was changed during 1.x for the future of PvP as stated in all Dev diary things, PvP in this game is just...eh. Kind of why I said until we get items with actual...design to them rather than OH LOOK 20 MORE STR! type gear, you're going to force players into content they don't want to do simply because SE may toss Det on a weapon instead of skillspeed, which automatically blows away the skillspeed weapon choice.

Since the community already seems resistant on doing content that takes more work than pressing 1-2-3 and letting the game hold your hand through it as is.
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#120 Mar 05 2016 at 9:50 PM Rating: Decent
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Theonehio wrote:
I'd have no problems with PvP if it was actually fun or the game was even designed for it. While true very specific mechanics was changed during 1.x for the future of PvP as stated in all Dev diary things, PvP in this game is just...eh.


Sometimes I wonder if it's just coincidence that almost all of the MMOs I've enjoyed over the years have been games with strong PvP presence. The only exception to that was FFXI. While I've focused mostly on PvE, I do appreciate engaging PvP play. I think that maybe outside of some of the obvious balance issues come across, building combat from a PvP perspective has it's benefits in how PvE encounters play out.
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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#121 Mar 07 2016 at 1:12 PM Rating: Good
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zam.com homepage no longer links to forums, in favor of comments sections for generic gaming articles. The forums are still floating in the ether if you know how to get to them, but pretty much no new blood. Just thought you folks would like to know. Smiley: thumbsup
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#122 Mar 07 2016 at 3:41 PM Rating: Good
lolgaxe wrote:
zam.com homepage no longer links to forums, in favor of comments sections for generic gaming articles. The forums are still floating in the ether if you know how to get to them, but pretty much no new blood. Just thought you folks would like to know. Smiley: thumbsup



So...does gamespot.com own Zam, or vice versa? They might as well be the same homepage.
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#123 Mar 09 2016 at 2:51 AM Rating: Decent
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After getting DRK and PLD to 60 and WAR to 58 I can safely say Paladin is my favorite tank atm. The play style is just so solid. Dark had you doing too much with too little payoff. Plus Royal Authority has such a sick animation.

Aesthetically Dark Knight is my favorite though.
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#124 Mar 09 2016 at 3:07 AM Rating: Decent
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Oh and M4/Sephirot were AWESOME fights. Was a nice surprise after the letdown that was Alex 1-4. Won't bother with Midas Savage but I'll be hitting up Seph Ex.. In the PF D:
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#125 Mar 09 2016 at 9:50 AM Rating: Excellent
Quote:
Oh and M4/Sephirot were AWESOME fights. Was a nice surprise after the letdown that was Alex 1-4. Won't bother with Midas Savage but I'll be hitting up Seph Ex.


That's exactly where I'm at, too.

Loved M4, and can't wait to try Sephirot Ex. I actually started a once-per-week static group, but none of us have any desire to beat our heads against the wall in Savage mode... especially considering that one person has missed each of our first couple of meetups.

We're all pumped to gear up and get into Seph Ex though, and this week we're going to get our Midas NM farming done.

All in all, 3.2 was a very well-received patch.
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#126 Mar 09 2016 at 9:52 AM Rating: Default
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Sadly, you're only getting half of a fight without doing Savage too lol. Savage Midas is a lot more fun simply because the fights actually have more to it (which is why Midas 1 and 2 in particular seems cut and dry.) But in typical fashion you'll have people say Savage is the bane of the game or something. I was actually sad about how straight forward the normal mode is even if some of the fights are fun, but of course you still have the endless wipes on the NA/EU datacenters because people are starting to get Lore Pieces so they think they can power through mechanics xD

In terms of tanking, I'd be HAPPY if a god damn PLD wants to main tank instead of making me on DRK the MT every time. I'm just like "Why did they update PLD if PLDs still remain too scared to main tank?" In terms of mitigation PLD still has the better set for certain content.

Like..you know, Seph Ex.
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