Deep down, the hardcores need to shed the sense of ego that usually comes with the play style. They demand distinction. They demand people know they're better, one way or another. Some sadly think that once they log off, it all means something. However, it's a toxic mentality that often leads to others taking a dislike to the same game when standards collide and satisfactions aren't met. Really, the only thing that leaves the game are potential friendships, but I'll be damned if I've met too many hardcore who forget I exist the moment I'm no longer useful to them.
There will always be those kind of players , hardcore-ness has nothing to do with it. FFXI had less equip options thus the standards were high for Casual players. I think if they had multiple options in which its A>B>C where A is HNM drop that require more time , B is 30 min event drop and C is crafted option (just using this order as an example, think Hauby +1/NQ/-1) player base will demand B but seek A, rejection of C depend on how hard to get B.
Cookie cutter setup will always be there, its common on all MMOs even WoW, ppl will always seek best setup to get best result, imo developers should add more option with multiple difficulties , something as standard and something to look forward to.
It exists, and it's important to consider. If an event is supposed to be targeted toward casual gamers, then it shouldn't require top-notch gear and an excessive use of consumables, for example. Forcing both is basically a multiplicative representation of a good deal of time invested into the game. In the short term, hardcores will satisfy that time requirement much more quickly, but for a casual, it may take years before they could even consider attempting it... and failure could be a major setback on the consumable front, or whatever SE may deem an acceptable death penalty.
Only event I can think of is Einherjar since it can be hard even with "bring more ppl!" strategy. Our LS had both casual and hardcore players and believe it or not its the hardcore that suggested doing sky back to back for 3 weeks so we can get our casual players haidates , N gloves. the only thing that we couldn't provide was Crimson legs (1/24). what Im trying to say: Hardcore and Casual players can co-exist together , they dont need to be separated.
(I also know that you cant expect perfect example, maybe something to make ppl helps each other?).
Adding multiple types of mob behaviors helps the game, yes. Varied levels of difficulty helps the game. "Here's something new that drops nothing, gives no xp, and will readily kill you with frightful efficiency" is poor design. Risk vs. reward.
They do however give exp unless you critical hit them (few lvl 60? exp parties were killing them for good exp/h , critical chance should be low since its your dex/mob's agi or something within those lines). Hopefully they can up the reward part to match the risk. My point is that Risk should exist.
Show me where someone asked for a game with little to no challenge.
Different kinds of challenge my friend rather then the basic. that's what I'm asking for.
Then start the process from the ground up and when you see death penalties as something that will be applied to both casual and hardcore players alike, tuning them to hardcore levels is stupid, no?
The thing is: hardly anyone complain about gaining exp(they do about gils), sure some jobs have hard time getting parties but there will always be other options and campaign is one of them. even then some jobs were less demanded for endgame activities in which you loss exp. **** even casual players didnt invite those jobs unless no other option exist at time.
Exp penalty (to me at least) is not really a big deal since If I die multiple times I should stop and rethink my strategy rather then keep trying a failed one, you dont smash into the door .. you may do it few times then think "maybe I should turn the handle"..