Filth you're agreeing with me on there not being enough unique enemy characteristics globally. Please stop, I'm beginning to like you.
The thing is, this is the exact reason why we disagree on these games taking 'skill'. SE's battle system in both games is the barrier that keeps them from developing the exact content you mention.
Don't we want unattainable content? I played XI for 8 years and never even thought of getting an Relic/Mythic/Empy weapon. It wasn't for me, I'm not that hardcore.
I guess it depends. I would consider myself a hardcore player of XI. It took several years for me to attain a relic. These days you can do it in a matter of months farming all by yourself. The funny thing is while most hardcore players would like to have their hard fought gear remain unattainable for most, I wish they'd nerfed it sooner. In the same vein...
If SE's definition of good endgame dynamics is doing the same fight over and over for hundreds of hours and content
that is available only for a 3% "dedicated and entitled" (read: poor sob) elite: @#%^ you SE. You deserve to die.
It's 2012, I play games to have fun. Dinosaurs died out for a reason. Evolve, adapt, or die.
This is the reason why I always fly the progression flag. Don't create static content aimed at hardcore, normal and casual players. Build content that scales over time to ease all of your playerbase into it. Why spend years developing content that the majority will never see or participate in? Example: WoW...
New expansion comes out with overtuned raids > Hardcore players snatch up a few pieces of gear first
and start to progress while normal players struggle and casuals are content to soak up token gear here and there > Content is adjusted after a little while > Hardcore players are now starting to get full clears on normal raids and farming to start hardmodes, normal players are pushing for full clears in normal raids and casuals start getting their feet wet in pick up groups > Content is again adjusted slightly > Hardcore players are starting to clear hardmode content, normal players are farming normal content to start hardmodes and casuals are starting to get wins in normal raids... progress and participation.
This just feels right. Hardcore players get first crack, normal players get to play through all the content and casuals get a taste of victory as well. You scale your content so that everyone eventually gets to experience it even if they aren't clearing on a regular basis. Say what you want about WoW and Blizz, but they have worked out(for the most part) what the capability of their playerbase is and this is no small feat considering how many people play. They overtune and scale the difficulty down so that eventually everyone gets the full experience. Even if you hate it with a passion, you have to appreciate that.
Something needed to be done about the upcoming 2.0 economy and the relative worthlessness of the overabundant gil.
This only applies to the current playerbase which we should all hope will be the minority once 2.0 goes live. It sets any prospective new player back even further than they would have been had it just been a 30 month headstart and is another huge reason why I support a fresh start for everyone. Even if you don't want to reroll, you have to understand that this is a large factor in why nearly none of the new players come 2.0 will be rolling on established servers. Edited, Jun 13th 2012 1:42am by FilthMcNasty