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

#177 Oct 01 2015 at 5:23 AM Rating: Good
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The only thing I didn't really like about the 1/2/5 setup was that tank loot was always uncontested if the tank wanted it. Every other job had to deal with potential duplicates in the party in terms of loot. The healer, for instance, would always have to compete with another healer.
#178 Oct 01 2015 at 8:05 AM Rating: Good
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The 1/2/5 setup wasn't really though. Because the raid itself had three parties with that setup. So really it was a 3/6/15 setup which is more or less in line with raid comps in other games. The real problem that solved was that CT's 6/6/12 setup was silly having 6 tanks in there. They had to really stretch to find things for 6 tanks to do and they kinda ran dry before that raid was even over (4 tanks sitting on King Behemoth's towers, assigned to clicking things... joy).

Quote:
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.


Agreed. The logistics of organizing a raid is the primary hurdle when it comes to raiding. That being said I don't know that there's really anything you can do about it. If the raids are so easy that they don't need a coordinated group, then we're talking about content so simple it can be done in the duty finder and I'm not sure it really counts as raiding. If the raids are hard enough to require coordination, then running the PUG life is usually an exercise in frustration. You need a dedicated group to have any real shot at progression.

Quote:
The only thing I didn't really like about the 1/2/5 setup was that tank loot was always uncontested if the tank wanted it. Every other job had to deal with potential duplicates in the party in terms of loot. The healer, for instance, would always have to compete with another healer.


I always thought it was strange that loot in those instances was party-specific instead of raid-wide. It reinforced the kind of bizarre notion that you were three parties instead of one raid. That always just bugged me for some reason.
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#179 Oct 01 2015 at 8:51 AM Rating: Good
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Quote:
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.


Here's the thing. The major problem with trying to pool like minded people, is getting them together. Pooling your interest base, in this case, putting casual and hardcore raiders together in a single action space with Arcade, instead of segmenting it so terribly with separate difficulty levels, will help facilitate the necessary networking.

Some of the wider system adjustments that SE could produce to help this in general is cross-server partying, and cross-server communications, but those are difficult undertakings. But those are sperate areas from the perview of the discussion. I was putting a different spin on this formula:

Quote:
Clear normal content > Start on difficult content while farming normal content > Shift into difficult content


^ This, really shouldn't be the status quo, even in progression content. Because it achieves nothing. In mostcases including FFXIV the gear you get from raiding is only valid for the content you're currently doing. And going beyond that also causes uproar among the base.

I'm not proposing that we remove the steps, but that we change the way the second and third steps go. When starting on difficult content and still farming gear, that process is quicker and you're working on the lower-grade mechanics of said difficult content. Once you're fully geared (which does not involve the raid itself), you start pushing for accomplishment for rewards not part of the Hampster wheel. Something that your endgame groups would hold onto for much longer than an ilvl shift.

Right now the rewards given in that category are slim.

As far as grouping:

At the lower end of difficulty, needing an organized setup should be minimal. A pug could go in, take the easiest route, cash some currency towards their goals. Higher end players will be pushing up that said difficulty with more organized groups. The point is to lobby them both together in something scaling. So that players that want to organize, can more readily find those who can, and those that don't, will find a more ready pool of those who've got the free time to hop in.

#180 Oct 01 2015 at 9:53 AM Rating: Excellent
Another thing that could really help the endgame scene would be 24-man endgame content that isn't accessed via the duty finder. Forcing people to group up in FCs and linkshells and tackle this content the way we used to with events like Dynamis in XI. Go back to RNG instead of tokens, and have various tiers of bosses with the chance to increasingly better gear. They could even make some kind of special consumable that drops from some other event -- or is purchasable with the latest currency -- that increases each player's chances of getting loot (loot could be distributed directly to players, like atma).

Something like that would bridge the gap and create a more cohesive community.
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#181 Oct 01 2015 at 9:57 AM Rating: Decent
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Thayos wrote:
What I'm (very casually, for the sake of conversation) asking is:
If only 5 percent of your playerbase is interested in hardcore raiding, while meanwhile the other 95 percent just want fun, challenging content -- and if everyone wants progression -- then why gate the progression where it's only accessible for that 5 percent?

FilthyMcNasty wrote:
Gating is baked into progression. Not sure why people don't understand that when you remove harder difficulty, you remove progression. Not that it isn't an accomplishment to defeat normal content, but if there is nowhere to go when you're done with that than it isn't progression.

My thought is why is there not different avenues of progression?

If I enjoyed raiding, that implies I like the majority of my playtime spent in large groups participating in super challenging fights requiring static parties being online together spending hours formulating strategies. With the gear or boons I acquire from content making me more powerful in raid content to lead to more difficult content.

If i enjoyed soloing/duoing, that implies I like the majority of my playtime spent in solo/duo groups participating in easy-challenging-super challenging fights requiring one other member or none formulating strategies. With the gear or boons I acquire from content making me more powerful in solo/duo content to lead to more difficult content.

I would repeat the breakdown for each playstyle but don't want to write a book here. If I pvp I expect pvp gear or boons to make me more powerful in pvp content and that gear would vary if I did 1v1 or 12v12.

If raiding is going to have it's place in the game. It cannot be the end all/be all gear/boons for all content & it can't be super difficult or required for content unlocks not related to itself. People play a game for doing content they enjoy. If player X doesn't like raiding but it is the cornerstone of all and content is gated by that, then that leads to people not being happy or feeling respected.

Thayos wrote:
I feel this is one of those legacy thought processes, kind of like how some people who buy new cars still think they need to change their oil every 3,000 miles, when really you can now drive like 7k miles between oil changes thanks to advancements in engines and synthetic blends. To some degree, I think game developers and "elder gamers" are still a bit stuck in the old-school MMO era, when getting the best gear meant grinding away like you're at a second job.

FilthyMcNasty wrote:
This argument translated to real world equates to someone who can only work part time wanting to afford the same lifestyle as someone who puts in 70 hours a week. When I transpose the question you're putting forth here Thayos, I get "It's not fair that I can't drive a Benz simply because I can only work 20 hours a week". I can't really sympathize. I know single moms who would love to drive a Benz, but they instead have to raise their children. No one judges them for taking care of other responsibilities.

If you aren't actually trying to access endgame content, then you're unlikely to run into anyone looking at your gear with a magnifying lens anyway. It also doesn't make sense that you would say that you want challenging content when obtaining the best gear would remove the challenge from all of the activities you participate in. I still don't see why you would cut out a part of the game that provides entertainment to players(no matter how small the minority) simply because YOU don't have time to participate. What makes even less sense is that it's because you don't have access to a specific tier of gear; gear that would also go the way of the dodo should you remove the content that rewards it... mind is blown.

All game playing has some form of grind involved. There is no work around here especially in a subscription based service. You either give a player a grind they can invest many hours in or watch them unsubscribe and resubscribe if it fills their drive periodically. Players only stick around for long periods if content is engaging and relevant to how they want to progress.

SE could fill raids with the most content filled, world acclaimed systems, dynamic content/rewards, make raids turn a players hands into gold or make them learn 35 languages to say cuss words in. If someone doesn't want to raid, it won't matter. It may sound like I am anti-raid, but I like raids sometimes, and sometimes I do not.

For the real world analogy. It is not always how much time you put in out in the real world. It is, what are you putting your work into in the hours you work. A single mom could drive a benz if they had the intention, a plan, and worked their butt off towards that plan relentlessly regardless of common failures no matter how limited their hours were, 1% inspiration 99% perspiration.

I think classes should have horizontal progression for open world or instanced content designed towards low man play. Either that or just removes classes and keep their abilities for job utility. Oh and raids should not be removed just have their scope not affect other play styles.

-Raids should have the best boons for large group party play.
-Dungeons should have the best boons for normal group party play.
-Group pvp should have the best boons for group pvp play.
-etc
-etc

#182 Oct 01 2015 at 2:25 PM Rating: Decent
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sandpark wrote:
Thayos wrote:
What I'm (very casually, for the sake of conversation) asking is:
If only 5 percent of your playerbase is interested in hardcore raiding, while meanwhile the other 95 percent just want fun, challenging content -- and if everyone wants progression -- then why gate the progression where it's only accessible for that 5 percent?

FilthyMcNasty wrote:
Gating is baked into progression. Not sure why people don't understand that when you remove harder difficulty, you remove progression. Not that it isn't an accomplishment to defeat normal content, but if there is nowhere to go when you're done with that than it isn't progression.

My thought is why is there not different avenues of progression?


Exactly my thought. XIV is vertical progression but so are many other MMOs, yet they have a sense of horizontal progression (multiple routes) in a way as well. Yoshi wanted to model this game after WoW heavily..but didn't take some of the better design aspects..

Quote:
if raiding is going to have it's place in the game. It cannot be the end all/be all gear/boons for all content & it can't be super difficult or required for content unlocks not related to itself. People play a game for doing content they enjoy. If player X doesn't like raiding but it is the cornerstone of all and content is gated by that, then that leads to people not being happy or feeling respected.


Exactly why I said I love XI's setup of it (even if certain people love to trash on it, despite not playing it.) The problem with XIV is it goes from 0-60 insanely quickly to the point it'd cause whiplash. No one enjoys Savage Alexander..but if you raid..what choice do you have? They obsolete every other content or make other paths too easy, too accessible or simply not efficient. No I will not slay the Knights of the Round for a weapon with 120 skill speed on it when instead, I could do the other challenging content for a better weapon..or in the case of 3.1...kill a few easy trash mobs and get an Aetherial weapon with equal stats+randomized secondary stat.

Quote:
SE could fill raids with the most content filled, world acclaimed systems, dynamic content/rewards, make raids turn a players hands into gold or make them learn 35 languages to say cuss words in. If someone doesn't want to raid, it won't matter. It may sound like I am anti-raid, but I like raids sometimes, and sometimes I do not.


Which is why the ones who don't like to raid..seem to want to take this away from the people who do raid because "a small number actually raid". An equally small number can even get through ex primals at this stage of the game - should they stop developing ex primals? For the sake of progression I say they should so they can move the **** on with a different design formula, but in terms of content?

Quote:
-Raids should have the best boons for large group party play.
-Dungeons should have the best boons for normal group party play.
-Group pvp should have the best boons for group pvp play.
-etc
-etc


This is why every MMO (including XI) does this better than XIV currently, so it's nothing wrong with the systems. As long as the "easier" options aren't equal to or better than the options for clearing more difficult content, everyone is happy..otherwise, why should I do (Insert hard content here) when I can slap a Marmot and get the same reward?

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#183 Oct 01 2015 at 3:36 PM Rating: Excellent
Thayos wrote:
Another thing that could really help the endgame scene would be 24-man endgame content that isn't accessed via the duty finder. Forcing people to group up in FCs and linkshells and tackle this content the way we used to with events like Dynamis in XI. Go back to RNG instead of tokens, and have various tiers of bosses with the chance to increasingly better gear. They could even make some kind of special consumable that drops from some other event -- or is purchasable with the latest currency -- that increases each player's chances of getting loot (loot could be distributed directly to players, like atma).

Something like that would bridge the gap and create a more cohesive community.


A big problem with that is getting exactly 24 people who can commit to the same day each which and have every one make that week is nigh on impossible.

That leaves you with a few unpleasant options:

- Go in without the full 24 (undersized party) and be potentially hampered by that
- Fill in the missing spaces with pick ups in PF, which puts us more or less where we are today
- Have a pool of people in your group larger than 24, then do first-come first-serve (we had to do this with Dynamis-Tavnazia.) The issue then becomes people getting left out.

Without scalable content, there's no good way to have a very large, flexibly sized group of people of varying sizes doing a thing.
#184 Oct 01 2015 at 5:08 PM Rating: Excellent
Quote:
A big problem with that is getting exactly 24 people who can commit to the same day each which and have every one make that week is nigh on impossible.


I'm thinking more like dynamis, where you could go in with up to 36 people but didn't need that many to get the clear, which is why linkshells of all sizes were able to do dynamis on a regular basis without everyone's schedule needing to perfectly synch up All. The. Frickin. Time. which is the problem with raiding today that makes it unpalatable for most players.

That alone is a great way to organically scale difficulty. RNG could be improved based on how few people you go in with. So you could go with a full group for an easier run, but RNG wouldn't be as favorable, or a group of hardcores could go for a low-man run and possibly make out like bandits.

Work in Hyrist's "dynamic difficulty" concept so that going in with fewer people also meant additional mechanics that are more logical to work through in smaller groups -- possibly offset the actual difficulty by scaling down hit points, too.

That's the kind of endgame this game is really missing. In FFXI, people could do lots of endgame by being members of dedicated groups, but there was never much of a need to be hardcore with your scheduling for statics.



Edited, Oct 1st 2015 4:12pm by Thayos
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#185 Oct 01 2015 at 8:06 PM Rating: Excellent
Thayos, we're talking about the exact same thing. Smiley: lolSCALABLE CONTENT. Content that can be done with as few as you want to or as many as you need.
#186 Oct 01 2015 at 8:24 PM Rating: Excellent
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Dynamis was actually 64 people in Cities/outlands and 36 for dreamlands and 18 for Tavnazia. The later years they added "Arch" versions of the bosses and more NMs that dropped new gear, so even that is the proper way to keep old content relevant with a "different route" so to speak, where you have the regular route easy mode stuff for the casuals, but in the same content you have the option to fight stronger versions if your group is set for it.

If they scaled it like the current XI Skirmish content, where the entirety of the raid depends solely on the type of activation item you used along with party size..it'd be perfect.
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#187 Oct 01 2015 at 11:15 PM Rating: Excellent
Woot! We all find common ground!
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#188 Oct 02 2015 at 3:01 AM Rating: Decent
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Hyrist wrote:
Quote:
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.


Here's the thing. The major problem with trying to pool like minded people, is getting them together. Pooling your interest base, in this case, putting casual and hardcore raiders together in a single action space with Arcade, instead of segmenting it so terribly with separate difficulty levels, will help facilitate the necessary networking.

Players already have the tool they need to network. If you are looking to be active in raiding then all you really need to do is speak up. In-game chat channels, the official forums, LS/FC websites as well as forums just like this one. I've seen quite a few people reach out here on ZAM and they're usually met with helpful replies and offers to join LS or FC. Unless you're completely devoid of social skills(which would strike you from wanting to participate in group content anyway), it's really not difficult to find people who are interested in just about anything you are from raiding to crafts to RP.

Hyrist wrote:
Some of the wider system adjustments that SE could produce to help this in general is cross-server partying, and cross-server communications, but those are difficult undertakings.

Cross-server play is generally frowned upon, especially as you work toward advanced raiding. WoW as an example of a game with that mechanic, the only thing people really find it useful for is teaming up for easy daily quests, finding someone with access to something you need in their garrison or server hopping to see if a specific rare mob is up. It's not that cross-server is bad for the game, it's just not good for raiding specifically.

Hyrist wrote:
^ This, really shouldn't be the status quo, even in progression content. Because it achieves nothing. In mostcases including FFXIV the gear you get from raiding is only valid for the content you're currently doing. And going beyond that also causes uproar among the base.

If it weren't the status quo then it wouldn't be a progression based game because that's pretty much dictionary definition. You achieve nothing because you don't participate, but if you were the type of person who enjoyed defeating difficult then you might actually find it rewarding in more ways than just gear.

Also, all of the progression games I have played reward you with gear aimed at transitioning you from the current difficulty you're in to the next. Normal dungeons gear you for heroic dungeons gear you for LFR gears you for normal raids gears you for heroics... so on. That's why it's called progression. I get it if you don't like it, but it makes too much sense to deny honestly. It's status quo for good reason.

Thayos wrote:
Go back to RNG instead of tokens..

I don't have a preference for either as long as the content is enjoyable, but again... this goes against the concept of progression. A lot of players(probably a large majority) prefer tokens because it's guaranteed measured progress instead of playing the lottery.

tl;dr
Don't get me wrong here because I'm not trying to argue for progression as the end all be all of MMOs. All I'm stating is that much of the foundation of this game is based on the idea that it would function as a progression game. I didn't make that decision and honestly, I probably wouldn't have... but it is what it is. I'm not saying that any of the suggestions put forth here wouldn't work as much as I'm saying it would force radical changes in a game that has already been overhauled. Were XIV dying like it was during 1.0 I might see the need, but unless it's a flat-out fix then you shouldn't tweak mechanics that will just introduce a different set of problems.
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#189 Oct 02 2015 at 9:52 AM Rating: Good
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Catwho wrote:
Thayos wrote:
Another thing that could really help the endgame scene would be 24-man endgame content that isn't accessed via the duty finder. Forcing people to group up in FCs and linkshells and tackle this content the way we used to with events like Dynamis in XI. Go back to RNG instead of tokens, and have various tiers of bosses with the chance to increasingly better gear. They could even make some kind of special consumable that drops from some other event -- or is purchasable with the latest currency -- that increases each player's chances of getting loot (loot could be distributed directly to players, like atma).

Something like that would bridge the gap and create a more cohesive community.


A big problem with that is getting exactly 24 people who can commit to the same day each which and have every one make that week is nigh on impossible.

That leaves you with a few unpleasant options:

- Go in without the full 24 (undersized party) and be potentially hampered by that
- Fill in the missing spaces with pick ups in PF, which puts us more or less where we are today
- Have a pool of people in your group larger than 24, then do first-come first-serve (we had to do this with Dynamis-Tavnazia.) The issue then becomes people getting left out.

Without scalable content, there's no good way to have a very large, flexibly sized group of people of varying sizes doing a thing.

And this is especially needed in a vertical progression game whose areas/content becomes outleveled as level and ilevel caps raise. Not just dungeons, not just raids, not just fates, it needs to be scalable throughout. Players should be able to do content they want, with who they want, and when they want, otherwise grouping becomes an obstacle instead of building community. Perhaps a toggle for choosing to sync/scale in the open world.

The FC system already has things in place to reward players for being in an FC. It needs to reward doing things together versus only being a reward for residing in an FC. And there needs to be more content in acknowledgment of FC doing things together.
#192 Oct 02 2015 at 9:55 AM Rating: Decent
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Ewww, don't know what happened but my reply posted three times... Sorry
#193 Oct 02 2015 at 10:22 AM Rating: Good
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Quote:
It's status quo for good reason.


Filthy, you don't seem to understand it. That, right there, is being put into question.

More and more of game's player base are pushing away from the idea of organized raiding to accomplish anything. Back in the past, it seemed easy to get a 64 man premade going for something like Dynamis. And you had the bulk of that be regular attendees for those days.

Now, you're lucky if you find 8 regularly, let alone 24, and 24 is the hugest we go.

Further and further we are pushing away from the concept of dedicated raiding. And designing a game around something that is inaccessible to someone means that the game can quickly become inhospitable to them.

We've already come up with good solutions. We know what is - we don't expect it to change dramatically. We're just debating academically what compromises in the system could be made, and I was explaining my viewpoints on how the progression system could further evolve.

Right now? I don't think the idea of the Arcade style raid is a bad one. It can even, as a means of compromise, fit in the current 'progression' system some holdouts want to cling to. As well as set the leader-board/difficulty to scale on who's participating. (in addition to the dynamic difficulty I mentioned earlier.)

But we're trending away from hardcore raiding, moreso than the niche it was before. Sweetening the honeypot at the end of it won't solve this problem. It's a logistics issue. Scaling participation could help greatly but won't bring more in. Something more substantial, I feel, needs to be shaken up.

Again, it's not as if I'm hating on the game. I just feel that there are places they can go with it. I'm still ecstatic that there's a more exploratory version of path of endgame. But I feel they need to make it more engaging than it is, and give some lasting rewards, instead of focusing on the hamster wheel.
#194 Oct 02 2015 at 12:32 PM Rating: Excellent
Quote:
But we're trending away from hardcore raiding, moreso than the niche it was before. Sweetening the honeypot at the end of it won't solve this problem. It's a logistics issue. Scaling participation could help greatly but won't bring more in. Something more substantial, I feel, needs to be shaken up.


Yep, this is it right here.

The simple truth is elder gamers who used to make up that strong hardcore audience are aging out of the requirements of being hardcore. We have careers, families and new hobbies. Plus, we're just getting older. As silly as this sounds, being in your mid-30s is a lot different biologically than being in your mid-late 20s... and we're not even OLD yet. Smiley: lol

Most of my guaranteed free time now is after 9 p.m. But by the time I get there, I'm usually feeling just... tired... enough... that I really can't commit to two hours of raiding. Especially not with work in the morning.

Meanwhile, the generation of gamers coming up behind us isn't as hardcore... and the newer generation of gamers coming up behind them (the Minecraft generation) is even LESS hardcore (at least in regards to how elder gamers think of hardcore gaming).

Face it... hardcore raiding will eventually be so unappealing that it will go the way of the dinosaur.

Given that SE plans for XIV to be around for several more years, I'd just love this game to be a little bit more ahead of the curve.

Honestly, I've thought of quitting FFXIV lately, or at least deactivating my sub for long periods of time. I want progression, and I want challenges, but I need challenges that actually accommodate the life of the average guy in his mid-30s. Although I'll always love MMOs -- and I really like them more than single-player games -- I've been finding lately that I'm able to find achieve greater fulfillment from single-player titles. I'm still "active" in XIV, but I'm honestly taking a wait-and-see approach regarding new content in the pipeline.
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#195 Oct 02 2015 at 1:59 PM Rating: Good
My major issue with Coil the first time through was that someone was ALWAYS late. This is just with 8 people, and of course on release, this content needs to be done with regulars. So then of course you say, well if they keep up the tardiness, replace them permanently. Then someone gets frustrated they'll have to teach everything all over again and leaves the static. It just goes on and on and with getting replacements that it gets frustrating.

So sure, big man content will work, like Dynamis where you don't NEED the maximum of people and can accomplish something with less then an optimal group. The other big thing as Thayos pointed out, that time of night just hits you and you think...ok, I'm mentally checking out. So things like savage go out the windows cause you're just not up for it. My buddy and I were just talking about it the other day, we play quite of bit of Diablo and want to have big play sessions but just can't do it like we used to. There are some days, I'm free all day and plan to make it a huge gaming day. I then get distracted and next to no gaming gets done...it's odd.
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#196 Oct 02 2015 at 4:51 PM Rating: Excellent
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Hyrist wrote:
Quote:
It's status quo for good reason.


Filthy, you don't seem to understand it. That, right there, is being put into question.

More and more of game's player base are pushing away from the idea of organized raiding to accomplish anything. Back in the past, it seemed easy to get a 64 man premade going for something like Dynamis. And you had the bulk of that be regular attendees for those days.

Now, you're lucky if you find 8 regularly, let alone 24, and 24 is the hugest we go.

I understand that you'd like it to change and I'm not against that. Just pointing out that the changes you're suggesting would be better put to use in the future if SE ever makes another MMO. Since this one is already established, they'd have to make another game to support a lot of the ideas being brought to this table.

My dynamis LS never had anything close to 64 players. In our peak we hovered around the 40s, but it was a constantly changing roster as most people were there until they got whatever AF piece they were looking for before moving on to something they enjoyed more. I'm not sure why the comparison between 64 man content and 8 man content is being drawn here. If it's difficult to find 7 other people to group up for a raid then maybe we should be considering packing up MMOs on the whole instead of just the difficult content.

Thayos wrote:
Honestly, I've thought of quitting FFXIV lately, or at least deactivating my sub for long periods of time. I want progression, and I want challenges, but I need challenges that actually accommodate the life of the average guy in his mid-30s.

This speaks more to the player and the game than it does to the state of MMOs in general. If a game is developed for casual players and most of the development time is spent creating content for it, but it still falls short then it's probably a sign that you're better suited for a different type of game. I understand the need to stay loyal to a franchise that was a big part of your life in the past, but if it doesn't grow with you then you've likely outgrown it. One of those "it's not you, it's me" kinda moments [:lol;]
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#197 Oct 02 2015 at 9:47 PM Rating: Excellent
Quote:
This speaks more to the player and the game than it does to the state of MMOs in general. If a game is developed for casual players and most of the development time is spent creating content for it, but it still falls short then it's probably a sign that you're better suited for a different type of game. I understand the need to stay loyal to a franchise that was a big part of your life in the past, but if it doesn't grow with you then you've likely outgrown it.


I think it's a bit of both. Granted, not every gamer in my age group is exactly the same -- some have more time to play. But I'm married without kids, so I have more time than many, but still not enough time to commit to hardcore raiding. MMOs that continue to centralize hardcore raids are bound to find that content to be further ignored/trivialized as time goes on.

Hardcore raids may be the last core component of Everquest-generation games to go by the wayside, but I do believe that time is coming.
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#198 Oct 03 2015 at 7:10 AM Rating: Excellent
I do think that hardcore raids should be available for those who really want to do that content. Much like how housing ultimately was only utilized by a small part of the population due to real estate limitations. Does that mean they should stop working on housing updates altogether? No. But they do need to find solutions to make housing more accessible.

Alexander Story Mode was exactly that. It made the raid accessible. You couldn't get the best rewards from him (even esoterics is higher iLvl) but you could get some cool stuff that would justify running each floor a few times. They even doubled the rewards in casual mode since if you're running Alexander Story, changes are you don't have time to spam the A4 ten times trying to get the shaft.
#199 Oct 03 2015 at 9:57 AM Rating: Decent
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972 posts
FilthMcNasty wrote:

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.

Then let me lay forth a possible solution for perhaps addressing those issues you mentioned.

Solution for Having to seek out a group
-Have areas with raids have additional content in the area for smaller groups and solo content.(The key the smaller groups progress via token but much slower than big groups)

This would create a group of like-minded people and increase the pool of available players.(They would queue while doing their solo/low man thing or have auto-group turned on)

To maintain raid difficulty, bosses could be instanced or phased like leves are so lag does not get increased being in an open world area with way more people.

Solution for easing learning time
An In depth map system:
Remember those maps on google that players make to show key things? They help tremendously, but it causes two issues. The first is players still have to do all the work and secondly all those maps are not centralized so it is a hard finding the perfect one. What if SE did all the work for us?
http://vignette2.wikia.nocookie.net/ffxi/images/2/2e/New_dynamis_xarc.gif/revision/latest?cb=20110524092825

The map could have information like time extensions locations, spawn points, dotted lines showing traversal directions, and waypoints. All which would have tool tips for learning more information on hand such as drops, warnings, etc.

One tool-tip could be a hover and click on a bosses name on the map and watch a brief cutscene based on the jobs role you are currently playing which would show your things to watch out for in that specific encounter. Or it could just be a cutscene via the echo that triggers in the vicinity of a boss when first approaching. Of course the writing tips on screen would not be basketball and would be similar to a FFXIV dungeon guide on youtube but a short condensed version.



This would ease learning time, improve player awareness, and not have the player doing extra work outside the game.

Another Solution to bridge the gap between casual and hardcore
Thayo said he didn't have time to devote to hardcore raids which time duration could be anywhere from 1-6 hours. Well why couldn't there be a waypoint system in content that is longer than thirty minutes.

A)There could be a dotted line/or footsteps on map showing the traversal path for reaching the said waypoints from waypoint 1-X.
B)Unlocking the waypoints consist of getting a clear on a key boss in the area for that leg.
C)Let's say the time it takes to reach each waypoint is about 30 min.Upon reaching waypoint 3, your leg of the group area is saved up that point. So if you or friends wanted to leave. You could do so and come back to that point when you want to continue. The rest of the group could either continue getting new members or leave as well.

All you have cleared up to that point will be saved and will be there when you get back.

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/41898/gw261.jpg

I had an idea for this waypoint system earlier, but it was for a new type of leve called journey leves which SE never explored. I guess these new map features would be easier to navigate with mouse but SE could retro-fit it to work with a controller too.

What else could be included as information on these improved maps, what would you add to it?
Edited in: They could even show the footsteps on the screen, you could toggle it on or off.
White= Main traversal destination
Red= Boss destination for that leg
Blue= Branching optional paths
Gold=Treasure coffer destinations
Silver=Locked door requiring key item
Green=Party leaders location

Edited, Oct 3rd 2015 12:18pm by sandpark
#200 Oct 04 2015 at 12:32 AM Rating: Excellent
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4,175 posts
The more direct fix for players finding groups is for them to just suck it up and look for other people to raid with. If you really want to raid, you should already understand that it's going to take some amount of effort on your part. Coming to that realization, you also shouldn't have a problem understanding that you are going to have to take some knocks learning encounters. It just comes with the territory.

Not to be offensive, but the game is streamlined enough that players shouldn't need too much more 'hand holding' type of additions. Assuming you're really ready to raid, you should already know enough of the basics that you don't require color coded maps. Something like WoW's maps with an icon representing boss location should be more than enough. A cutscene showing you what to do is way too training wheels for players who are seeking challenge.
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#201 Oct 04 2015 at 8:25 AM Rating: Excellent
FilthMcNasty wrote:
The more direct fix for players finding groups is for them to just suck it up and look for other people to raid with. If you really want to raid, you should already understand that it's going to take some amount of effort on your part. Coming to that realization, you also shouldn't have a problem understanding that you are going to have to take some knocks learning encounters. It just comes with the territory.

Not to be offensive, but the game is streamlined enough that players shouldn't need too much more 'hand holding' type of additions. Assuming you're really ready to raid, you should already know enough of the basics that you don't require color coded maps. Something like WoW's maps with an icon representing boss location should be more than enough. A cutscene showing you what to do is way too training wheels for players who are seeking challenge.


I don't think most are opposed to the challenge. It's finding 7 other players of similar skill, who are on time and won't bail after 2 weeks. It's always been the issue with these fights on release, one meh player and you're toast. Then someone has to have the balls to call them out, which usually doesn't go well. People leave, you try to replace and the cycle just keeps repeating itself. My FCs statics have had so many replacements I'm often amazed they even keep the thing going all together.

This is why I will always love fighting games for competitive challenges. It's all on you, you lose, it's your own fault, no one else.
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