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I finally won't have to raid to endgame!Follow

#152 Sep 29 2015 at 5:58 PM Rating: Decent
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Hio. Sorry, but I'm not going to reply to that post point by point. All things you've stated at this point have been addressed before. You disagree, and I understand that disagreement. No argument you're going to make is going to remotely make any headway with me as I've already said before - I am questioning the fundamental principles behind progression endgame. Trying to defend the way it is by making minor changes is reminiscent of many, many years of attempts by developers to do just that, but still, such content has, consistently, displayed heavy permanent turnover, niche appeal, and limited participation.

No amount of 'tweaking' seems to have resolved the issue - and citing past games who are in their twilight era and have already been reduced to highly niche audiences does your argument no justice at all.

I'm done here. I've said my peace. Going in circles over this accomplishes nothing but frustration.


Well that didn't last long, you guys are a drug, I swear.

Edited, Sep 30th 2015 10:22am by Hyrist
#153 Sep 29 2015 at 8:48 PM Rating: Excellent
To simplify what sandpark said: There is a difference between "casual" and "bad."

I'm a pretty good player. I did well in XI for many years. If I felt that Alexander Savage was worth my time, I could probably bother with it. I don't. I'm casual. I just started a new job and I've been reduced to 5 hours of personal time during the even hours during which time I need to eat, shower, and take care of household stuff that can't wait until the weekend.

There are casual veterans and there are total hardcore noobs. Neither group is necessarily good or bad; it just comes down to the players.
#154 Sep 30 2015 at 7:40 AM Rating: Good
Just a quick thought here, ignoring all the we are suppose to have, "hardcore" events necessity etc etc. and look at it a different way. FFXI was a demanding game, not hard, demanding. It required a boat load of time and patience and you weren't going to accomplish anywhere the amount you could in games today given the same time. Even games back then, only a few could be compared to XI's time requirements to accomplish the most menial task.

FFXIV was suppose to work a long side FFXI, it being more user friendly is fine so long as XI was there. However XI done being develop for, the game demanding ways been completely stripped to a husk of it's former self. Granted, a lot of the changes were necessary in an aging game but I think anyone who played XI can agree it wasn't how demanding the game was that killed it. It was the lack of content being produce in a reasonable amount of time.

XI life span, standing the tide of WoW and many other MMOs, only to fail in the wake of XIV bad planning, is proof that there a sizable amount of players out there that enjoy demanding game-play. The fact only a fraction of the player base attempts harder content to me only shows that the lack of demanding content causes players who enjoy that to seek it in other games.

I don't think players expecting a Final Fantasy MMO to have demanding content is unreasonable, nor is it unreasonable to think that people who were our age when XI dropped would not enjoy dedicating 20+ hours to a game in statics and such. I never beat CoP before I quit XI even though I played for almost 9 years because I didn't get a static and didn't get a PUG group. I never got upset or felt like content was gated to me even though I didn't get limbus until the last year or so. Those were the requirements of the game and I stuck to it.

I think wanting all content to be "Casual" friendly or not needing a static so you can have access to all the content I think is a bit hypocritical towards people who enjoy content needing a static who don't get the content they want from a series that use to serve it up like a buffet,

Edited, Sep 30th 2015 9:41am by Laxedrane
#155 Sep 30 2015 at 8:19 AM Rating: Good
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That logic only works if you count the entirety of FFXI's fanbase as enjoys of demanding content. Yet, when you look at the participation brackets for even it's story content through the years, it's clear that most people in there wouldn't even press demanding story content, let alone endgame.

Even among FFXI's base, there is a clear indication that hardcore-style content is simply in a hefty minority. FFXI itself was a niche - hardcore content with that, was niche on a niche.

The MMO base has grown astronomically since then. The hardcore numbers? Haven't kept up the pace. That's why game after game sees a significant subscription/profits drop when they dedicate their release content to heavily to hardcore players. Which is why SE hedges its bets in that department - which, I think is the wrong solution. Design content well, and you can have it cater to both.

Making a portion of your content that is appealing to the majority of your base is wise. Catering to your minority, and ONLY to your minority isn't. The goal is to design content that would bring these groups into the same content - even if they enjoy them in different ways. Right now, SE is dicing things up, increasing their workload for a minor faction of their base, when they could be making content that appeals to wide audience that includes their hardcore crowd.

There should be absolutely no reason why a piece of content should be so obstructively demanding that your average player is disinclined to attempt it without major incentives. That does not mean you don't produce content for the hardcore crowd. What it means is that difficulty should not exist on an island separate from other content.

You can achieve that by designing for dynamic difficulty, rather than static difficulty, then reward on performance.

Edited, Sep 30th 2015 10:33am by Hyrist
#156 Sep 30 2015 at 8:46 AM Rating: Decent
So games such as dark souls shouldn't be made because they only are for a niche audience?

Just because all the content wasn't done doesn't mean the player base didn't enjoy doing it. If the game is specifically designed to be demanding then it's reasonable to assume a decent group of people aren't going to finish it. Ups and downs the game lasted a little over 10 years in it's form we all remember. If only a little bit of the player base enjoyed it's difficulty it would died soon after release or at the very most when wow came out. It didn't and it didn't change all that much till very late in it's life.

You cannot list completion as an indication of interest of the player in content that's not meant to be cleared in a day or an hour or two. I never beat CoP, yet I played for 9 years, clearly I had no interest in the demanding content that made up almost all of it's end game. I must of been leveling that whole time.
#157 Sep 30 2015 at 9:13 AM Rating: Decent
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Laxedrane wrote:
So games such as dark souls shouldn't be made because they only are for a niche audience?.


This is why the argument goes in a circle, essentially being told "that style of gameplay has no place in gaming and anything you say will be brushed off." Like the post I linked on the official forums was a good post and the thread was good until..surprise surprise...the people against raiding decided to derail it. So yeah, that's essentially being said, despite Demon/Dark Souls being one of the best selling series in a long time, but that's aside the point.

Quote:
You cannot list completion as an indication of interest of the player in content that's not meant to be cleared in a day or an hour or two. I never beat CoP, yet I played for 9 years, clearly I had no interest in the demanding content that made up almost all of it's end game. I must of been leveling that whole time.


This. I mean really..when it comes to XI, anyone who's SERIOUSLY played it (I don't mean RPed your way through the game or something) will know "Completion" is rarely a thing because the game didn't require FULL completion of certain content to access other content. You can access Dynamis long before you finish even your national storyline beyond Rank 6. You can access sky without completion..all of it. You can access sea with the majority of it done but you will not have access to the inner palace, but you will Limbus. You can access Einherjar very early on in the ToAU storyline. You can access WoE by being on damn near the 2nd mission of WoTG and so on. If someone has no interest in it..cool, don't do it (as said) but that doesn't mean people won't do it. Even then, just because say, Voidwatch had "low numbers" doesn't mean it failed either. You know what did have low interest? Voidwalker, the /rest in overworld pop monster system. That lasted a short time because it wasn't great.

So I'll post the thread, once again:

http://forum.square-enix.com/ffxiv/threads/264391-Raider-to-Non-Raider-an-exhibition-on-thoughts-and-misconceptions.

Quote:
If only a little bit of the player base enjoyed it's difficulty it would died soon after release or at the very most when wow came out. It didn't and it didn't change all that much till very late in it's life.


This. People say "Coil bad Coil bad!" but that topic on the OF explains it well and explains why people loved coil. If you didn't coil, that's cool..doesn't mean a sizable portion didn't because it's end-game content, something EVERY MMO has. Coil was harder than Alexander Story Mode due to when and where it came - It was the transition of 1.23 > 2.0 and the itemization completely changed along with battle system. Alexander Savage shouldn't exist in its form, it should be more along the lines of coil as 3.0 is the same kind of reset without the entire battle system shift. No one cared for Savage Coil because it was an experiment, by Yoshida, which btw he said he would ONLY introduce if A LOT OF DEMAND was given for it...and well...look at your duty finder list. (Then again, if you don't raid, coil won't be on your list at all.)

So we could go in circles..all in all, trying to say raid component should be taken out of the game is silly simply because someone doesn't care for it or partake in it.


Also yes, FFXI was a niche.

It was developed in 1997-2001.
It was being developed alongside Playonline, which originally was a hub with FFIX as it's forefront for walkthrough information.
It released officially in 2002.

How big were MMORPGs in 2002? How mainstream where they?

Edited, Sep 30th 2015 8:15am by Theonehio

Edited, Sep 30th 2015 8:17am by Theonehio
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#158 Sep 30 2015 at 9:16 AM Rating: Decent
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Laxedrane wrote:
So games such as dark souls shouldn't be made because they only are for a niche audience?


You're a dumba** if you think hardcore MMO raiding and a multimillion dollar franchise like Dark Souls can be compared.
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#159 Sep 30 2015 at 9:52 AM Rating: Decent
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How big were MMORPGs in 2002? How mainstream where they?

You're proving my point for me. The primary audience in 2015 isn't the same as 2002, yet certain outspoken people seem to demand that content be designed off of 2002's expectations.

Laxedrane wrote:
So games such as dark souls shouldn't be made because they only are for a niche audience?


Apples and Oranges. Dark Souls from the ground up is meant to appeal to a Niche Audience. They succeed off of a budget that expects their audience, and the franchise sells itself off of that. A Massive Multiplayer Online Role Playing Game, wants to cast a wide net.

To do that more successfully, you do NOT want to make your core base feel dejected. Hardcore players are not FFXIV's bread and butter attraction - that isn't the case for most MMO populations, in fact.

Quote:
Just because all the content wasn't done doesn't mean the player base didn't enjoy doing it...

I never beat CoP, yet I played for 9 years, clearly I had no interest in the demanding content that made up almost all of it's end game. I must of been leveling that whole time.


And again, your argument falls flat on its face because you're not taking into the full account. FFXI was a niche game, and the game was successful because most of its content fell along the same theme.

Both content that was harder than the base, and content that was by far easier, wound up being unpopular. To the point where there was a huge population shuffle come Abyssea's age.

FFXIV caters in its majority to the casual play-style. Is there any wonder why the hardcore raiding is not popular? Even the Coils of Bahamut were niche, though its participation went up as its difficulty eased.



So far I see completely, and utterly no justifications reasons, or even decent excuses as to why Raiding shouldn't be re-designed to cater to a wider audience. Alexander Normal's numbers show that if it's within a certain bracket of difficulty, people will do it. Even those who've completed their looting of it go back to help others freely - you can't say that for the harder Raids given how much of a hassle to complete they can be.

This is literally just defensive knee-jerking because people don't want their special slice of pie changed - for fear they won't enjoy the result. I've seen this sort of BS on both sides of the table and it's moronic.


There is absolutely nothing wrong with disseminating content, breaking down the reasoning why the content is desired or undesired, and reassembling it to make it so that more of your playerbase. It's just that people hate being told that they're fringe - because in today's day and age nobody understands the concept of compromise. And I for one am tired of content segregation. The line between Thayo's motivations and Hio's should not exist - they should be debating on HOW they execute content - Not if/not and why.


I'm beginning to think Laxedrane never looked at my idea and that Hio just glossed over what points triggered her.

Tell you what, let's go over a piece of FFXIV raid content (any turn or floor) and break it down on how I would change it. I have two examples, but I want to see what other's come up for as contention.


Edited, Sep 30th 2015 12:03pm by Hyrist
#160 Sep 30 2015 at 10:13 AM Rating: Excellent
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I think there's a place for Savage-level content. But I object to that content being the only remotely "hard" endgame available.

Basically right now you've got the following on the endgame difficulty spectrum roughly from easiest to hardest:

1: 4-man Expert dungeons
2: Alex Normal
2.5: EX Primals
16: Alex Savage

There's a MASSIVE jump in difficulty there at the end. The problem is there's nothing in between.

There should be really difficult content for people at the top end of both skill and time can progress at and accomplish and be appropriately rewarded. The issue comes in when there's no alternative to doing that. So the mid-core player is left out in the cold.

Savage Second Coil didn't really get a fair chance since it was released late and offered no increased reward, so that's not really a point of comparison.

SE really needs to put some resources into this game and develop their endgame like a real MMO. At this point the "we didn't expect anyone to play our game" excuse is invalid.

Hardcore content has its place and doesn't need to be removed or not developed. You need it precisely BECAUSE most people can't do it. It gives them something to work towards and improve towards and eventually do themselves when they're finally good enough. But it can't be the ONLY meaningful endgame available. There has to be a progression with a reasonable difficulty and reward curve. A curve, not a wall.
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#161 Sep 30 2015 at 10:36 AM Rating: Decent
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Quote:
There's a MASSIVE jump in difficulty there at the end. The problem is there's nothing in between.


Ok, let me see if I can rephrase this appropriately.

What if we designed it so that the content itself bridged the gap? It could even start lower so that players who weren't turned on by EX Primals could feel endgaged, and then work their way up?

This is why I say dynamic difficulty is superior. The players choose, within the fights themselves, just how hard the fight goes.

And if you go with a scoring system rather than a static reward system, you get that incentive to do better, to push harder, and to improve upon what you do.

We have an example of how this would work - First Coil, Second Turn. The difficulty of the final boss is dependent on what mini-bosses you leave alive and defeat. It even affects its move-set. This sort of system could be used to increase raid difficulty dynamically - with a point system that scales with the difficulty you actively choose within the fight itself. With rewards ( we can debate that subject later) scaling depending on your performance scores. Clearing with each higher 'Grade' unlocks new rewards to purchase with the points earned by your score.

That was the idea I had for solving our endgame debacle.
#162 Sep 30 2015 at 10:46 AM Rating: Excellent
Quote:
Basically right now you've got the following on the endgame difficulty spectrum roughly from easiest to hardest:

1: 4-man Expert dungeons
2: Alex Normal
2.5: EX Primals
16: Alex Savage


That's exactly my point.

Extreme primals are as difficult to beat as any fight in FFXI. The difference is it's easy to spam Ex Primals, whereas XI had other gates such as needing pop items.

Still, though, there are many XIV players who have trouble beating Ex primals... not because they aren't skilled, but simply because they don't know seven other people who can jump in and do the song & dance with them -- and often, one mistake leads to a wipe.

I still haven't beaten Ravanna Ex (been busy with work, and just didn't have time when going getting was good)... but I beat Bismark Ex pretty early on, and I think A4 normal is right about on par with Bis Ex. Both pieces of content were difficult and challenging -- and, more importantly, they weren't infuriating. I've jumped in and helped others beat Bismark, because the content itself wasn't maddening and ridiculous.

That's why I say SE shouldn't even bother with "savage mode" content. And to build on what this poster said... if anything, SE should be more worried about the logical difficulty successor to extreme primals. Because right now, there is a HUGE disparity, and you already see a dropoff of regular, skilled players who, for whatever reason, can 't even clear the primal Ex rung.
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#163 Sep 30 2015 at 11:03 AM Rating: Good
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I'm not sure we should get rid of high difficulty all together. Having something to strive for is a good policy, within reason. However when you sacrifice majority appeal for the sake of that reaching, then you've essentially crossed that line.

The reason why I push for Dyamic difficulty is that, even if you drop off in that appeal, that piece of content is still broadly enticing - but instead of having separate instances of each difficulty, you'll have people going into content and not activating the triggers that they can't accomplish. They'll still be pushing for long term rewards. They're still populating the raid, so that means there is always the possibility of finding people that will make that smaller step into the more difficulty field. And those who do push still get distinguished. In fact, with the sytem have in mind, there's more ways and chances to become accomplished and distinguished beyond the simple "I've got world first!" "I've got Server First!" "I've beaten it." tiers.
#164 Sep 30 2015 at 11:34 AM Rating: Decent
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Turin wrote:
Meh, I'd just be happy with a fight that didn't boil down a complicated version of dodge ball.


LOL That is about it really..
What is worse to make a fight harder they make more dodging but the only person it makes the fight harder for is the Healer. Mainly because they cant heal and run at the same time and the more others get hit by not dodging the more he has to heal.

Oh and the DPS check.




Edited, Sep 30th 2015 1:35pm by Nashred
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#165 Sep 30 2015 at 11:37 AM Rating: Excellent
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Hyrist wrote:
The reason why I push for Dyamic difficulty is that, even if you drop off in that appeal, that piece of content is still broadly enticing - but instead of having separate instances of each difficulty, you'll have people going into content and not activating the triggers that they can't accomplish. They'll still be pushing for long term rewards. They're still populating the raid, so that means there is always the possibility of finding people that will make that smaller step into the more difficulty field. And those who do push still get distinguished. In fact, with the sytem have in mind, there's more ways and chances to become accomplished and distinguished beyond the simple "I've got world first!" "I've got Server First!" "I've beaten it." tiers.

That's one of those things that sounds great on paper but I have to wonder if it would really play out like that in real life. Even if you make it dynamic and change the difficulty and rewards accordingly there's still going to end up being a "right way" and everything else is "worthless."

If you don't give extra rewards for "hard mode" then people will just gravitate to whatever is easiest (T2 enrage strategy.) If you do add extra or better rewards then PF will just be filled with "hard mode only" because who wants a lesser reward when you could theoretically have a better one? In practice there's no difference between a dynamic boss and having two separate difficulty modes (normal and savage,) but it feels different, and that's very important to a lot of people.
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#166 Sep 30 2015 at 11:55 AM Rating: Good
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It's very possible it could turn out that way Karlina, there's no way to deny that. But at the same time what this system would enable is that gradient for groups that are trying to ease new members of into the mechanics of a fight.

Currency Scaling could make it debatable between ease of the run and efficiency per run/time so that will always be a matter of tastes. Does someone want to get less but have a less stressful run, or push for the harder clears for more return? I'm sure empty PFs will always be about pushing the highest - but there will be PFs looking to recruit a static for it, or looking to just have a casual run, and they both will populate.

Giving the option for separate modes, within the content itself, provides those options and keeps the full of the content populated. The "Arcade" Raid would be programmed as one whole piece, and no matter where you fall on the Good/Bad, Hardcore/Casual scale, you'll have a much higher chance of being drawn to a piece of content that dynamically scales.

So you're dead on about that feeling. It's that feeling that will ease people into harder raiding and keep it relevant. Additionally, it will serve as a scaling teaching tool. All without having to segregate content.
#167 Sep 30 2015 at 12:21 PM Rating: Excellent
Token drops with dynamic difficulty would also be a good solution. Make the rewards scale to be more valuable for the higher difficulty levels, but with everyone working toward the same gear pieces. Like a win on easy mode would grant 5 tokens, while a savage win would grant 25 tokens.

Of course, the result would be EVERYONE would just spam the easy content and ignore the savage content (unless completion lockouts were put in place). But then people would complain about lockouts, and the hardcore content would STILL be empty.
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#168 Sep 30 2015 at 12:31 PM Rating: Good
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I was thinking an unlock system based on grading. While unlocking the hardest difficulty would mean you could make more mistakes and still get enough performance to unlock say 'S' Rank rewards, and net, by far, the most tokens. It would not be necessary to do that difficulty to unlock the highest token rewards - but it would require better and better execution the less difficult you make the raid.

The harder you make the raid, the less it is dependent on perfect performance, the easier you made the raid, the more emphasis on perfecting your technique is needed.

That would make the 'optimum method' somewhere in the middle. The Hardcore crowd would still be pushing for high scores and those bonuses in points/currency. But most will be looking more middle-of-the-road where you can reach high ratings and unlock rewards, but not too hard for their skill level to clear.

It wouldn't be an easy system to balance, for sure. But it would do the trick.

Not to mention it would bit a bit more fun to play, in my opinion.
#169 Sep 30 2015 at 1:24 PM Rating: Good
XIV also lacks properly scalable content right now. With the adjustments to Duty Finder and how you can unsync and enter content with a smaller party than designed, it's getting there, but it's still far too limited in application. Part of this is because of the maximum party size of 8 and no ability to form alliances outside of Crystal Tower, but it's also because the only content that ever needs more than 8 people outside of open world is CT stuff.

What we need is content that can let anywhere from 3-4 very very good people to a full 24 man alliance go through and do stuff. I think the airship exploration might be tacking in that direction (especially if we can eventually form alliances.)

This also comes with its own built in challenge mode: Can I do with 3 people what other people need 8 to do?

XI had a great deal of content that scaled like this, especially in Abyssea and Adoulin and with later adjustments to Dynamis. We were able to defeat Arch Dynamis Lord in Neo-Dynamis with 5-7 people with a 50% success rate. When that content first came out, it needed a full alliance.
#170 Sep 30 2015 at 3:43 PM Rating: Decent
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Hyrist wrote:
Quote:
There's a MASSIVE jump in difficulty there at the end. The problem is there's nothing in between.


Ok, let me see if I can rephrase this appropriately.

What if we designed it so that the content itself bridged the gap? It could even start lower so that players who weren't turned on by EX Primals could feel endgaged, and then work their way up?


Doesn't work, at least... not well. WoW has 4 levels of difficulty and because it is also a progression game, the logical progression is to go through one to get to the next. There are two major problems you run into:

1) People don't want to run 4 difficulty levels of the same dungeon or raid. Monotony = loss of interest.

2) Developers don't have the resources to spread out those difficulty levels across multiple raids. I think even Blizzard would struggle to keep content interesting and supply players with enough different raids to spread the load. Yoshi's team is a ghost team compared to the resources Blizz has so it's not even a possibility.

The main factors in tweaking difficulty in vertical progression raids is scaling and power creep. You can adjust raids slightly to account for gear that people pick up along the way, but you'd run into huge issues if you tried to have a single large raid that progressed from easy > normal > hard > extreme simply due to the demands placed on players and the amount of power they would have to acquire to make the experience balanced.

Hyrist wrote:
I'm not sure we should get rid of high difficulty all together. Having something to strive for is a good policy, within reason. However when you sacrifice majority appeal for the sake of that reaching, then you've essentially crossed that line.

Makes no sense any way I look at it. It doesn't really matter how small a minority of the player base is interested in that content. If you remove it, you remove any reason to repeat content and that's horrible for a game that isn't pushing out enough content as it is. Again, this game is based on progression. Clear normal content > Start on difficult content while farming normal content > Shift into difficult content

I honestly think they should just keep it as simple as possible. Two difficulty settings is really all you need. Casual players should settle into the fact that this games power scale is based on gear and that gear used for difficult endgame activities should be difficult to obtain. Players raiding difficult content have to accept that there are ilvl requirements for them to gain access to content. I wouldn't think casual players would be too thrilled about ilvl requirements for casual content.

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#171 Sep 30 2015 at 5:43 PM Rating: Excellent
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I think even Blizzard would struggle to keep content interesting and supply players with enough different raids to spread the load. Yoshi's team is a ghost team compared to the resources Blizz has so it's not even a possibility.


Blizzard actually DID do something along the lines of what Hyrist is suggesting in Ulduar, where they had your approach to the fight change the difficulty of the fight and the loot table.

But after that they pretty much said that they couldn't come up with enough ways to do that for future raids that wouldn't have just seemed contrived or stupid. The big red button is only really funny once.
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#172 Sep 30 2015 at 8:29 PM Rating: Good
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Filthy, nobody, no MMO game or raid ever has done what I'm proposing. Similar only in piece components - like parts of puzzle nobody thought to put together.

Quote:
But after that they pretty much said that they couldn't come up with enough ways to do that for future raids that wouldn't have just seemed contrived or stupid. The big red button is only really funny once.


Bring any turn, any floor, and I'll show you how you could produce a trigger for difficulty. It doesn't need to be much, just enough to tie it into the lore or circumstance of the situation at hand. That much is easy. Contrived is irrlevant when you're making a mechanical component. If it keeps the fight engaging, it keeps the fight engaging.

Making trigger points for cross-class objectives and keeping them balanced for a fair scoring system that could actually work for multiple different kinds of raids while still giving each raids unique objectives - that's hard. It would make each raid a lot more work, but in trade it would give them more ways they could program things - they can make mechanics less about whether or not you fail the raid, and more on whether or not you meet all of the high-score objectives you want.

4 Static difficulties are boring, I'll give Filthy that. but I did not say that these triggers would be a standard difficulty. I said they would make it harder.

Let's go back to the example of Turn 2 of First Coil. Imagine if the spheres were tied to huge point bonuses, but getting hit by specific AoEs hurt your point total. Now, do you take the risk with Allegan Rot, which might wipe you but prevents your enemy from getting 50% haste. Or do you get the massive point bonuses in preventing it and risk getting hit by AoEs coming twice as fast, hitting your score and your team, even if you could survive it?

You can design difficulty and reward in so many different ways. You can increase difficulty in ways besides just picking a tier. This is what I mean by 'dynamic'.

#173 Sep 30 2015 at 10:11 PM Rating: Excellent
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Archmage Callinon wrote:
Quote:
I think even Blizzard would struggle to keep content interesting and supply players with enough different raids to spread the load. Yoshi's team is a ghost team compared to the resources Blizz has so it's not even a possibility.


Blizzard actually DID do something along the lines of what Hyrist is suggesting in Ulduar, where they had your approach to the fight change the difficulty of the fight and the loot table.

But after that they pretty much said that they couldn't come up with enough ways to do that for future raids that wouldn't have just seemed contrived or stupid. The big red button is only really funny once.


Ulduar was probably the best raid an MMO has ever seen in terms of it's implementation. I agree that it was pretty thoughtful and even innovative how they were able to vary the ways you could switch to hard mode either before or during the encounter, but at the end of the day there was still only a normal mode and a hard mode. This was also at the peak of WoW's subscription base and Blizz had the resources to handle it. They've since moved to 4 flavors of the same raid and many people attribute the mass exodus(5 million subs lost in as many months) to that.

Hyrist wrote:
Filthy, nobody, no MMO game or raid ever has done what I'm proposing. Similar only in piece components - like parts of puzzle nobody thought to put together.

I'm not shooting your idea down. I guess if the process of making hard mode attempts isn't permanent(a la Flame Leviathan) then you might have people attempting higher difficulty. I don't see it leading to more interest in hard mode raiding though. The mechanics behind how you unlock difficulty isn't what turns people off from raiding, it's having to seek out a group, having to be committed to ample learning time and finding a group of like-minded people.

Most people shy away from raiding because they view it as work. That won't go away until you address the issues mentioned. The only ideas put forth thus far to remedy these situations also led to other issues players felt needed attention.

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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

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.
#174 Sep 30 2015 at 11:33 PM Rating: Excellent
One partial "fix" in FFXIV would be to reduce the full-party size to six... that would immediately make more people available for statics while also reducing the number of like-minded people with similar schedules needed in order to succeed.

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Thayos Redblade
Jormungandr
Hyperion
#175 Oct 01 2015 at 4:38 AM Rating: Excellent
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4,175 posts
It might take you a little less time to assemble a PUG, but unless the number of players released back into the pool you will still end up with people who don't have a static. I also think the game mechanics would need another overhaul.

Players have always been skewed toward DPS >> healer > tank. Your typical WoW raid group is 9-10 players consisting of 2 tanks, 3 healers and 4-5 DPS. It's designed that way to offset the imbalance of players in each role. 2 tanks are a lock, but you basically use the formula that you can add 3 more DPS for each additional healer you add beyond that.

What is the typical group composition for raiding in FFXIV? If the group size were reduced from 8 to 6, which role(s) are getting cut? If you look at the way dungeon groups are set in WoW you have a tank, a healer and 3 DPS. It fits the way players populate roles naturally. FFXI was very similar in composition. These models fit the distribution of roles among the population of players.

If you were to cut a healer and a tank out of the current group of 8 in FFXIV(makes sense since they are the high demand roles), where does that leave the remaining roles against the current encounter mechanics? It honestly sounds like they'd have to make some pretty major adjustments to compensate for something like that.
____________________________
Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

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.
#176 Oct 01 2015 at 5:03 AM Rating: Excellent
The 1 tank 2 healer 5 DPS composition of Syrcus Tower and World of Darkness worked out pretty well, actually. Only having 3 tanks for 24 people added an element of challenge when the content was first introduced, and allowed them to focus on interesting mechanics that the DPS had to deal with without tank assistance (like getting sucked into the stomach for Cerberus, or standing in the pollen goo on Five Headed Dragon.)
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