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#302 Apr 02 2016 at 10:03 AM Rating: Good
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Theonehio wrote:
Thayos wrote:
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Yep, that's why Diadem (Easy and Normal) were failures. The concept itself was a failure due to the game they designed it on.


Diadem failed only because of execution


The concept of Diadem:
"Exploration"
"Fight monsters, get loot."
"Get spoils, turn spoils in for loot."

See, I said Diadem Easy and Normal, because Diadem Hard made far, far more sense in execution.

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Translation: This game isn't hardcore enough for you, Hio, which is what I've been telling you over and over. You'll never be happy with XIV.


I said exactly what I mean. Stop telling me what I want or think just because you disagree. Anyone who's hardcore raided in ANY MMORPG laugh whenever people read "Looking for hardcore linkshell/free company progression players!" because this game isn't hardcore. You're simply, as usual, just trying to tell someone to go away in defense of the game.

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Again, you're only really capable of seeing this from the vantage point of a hardcore player.


I said it before I'll say it as many times as it remains true. If you play this game and actually do this content, you get considered a "hardcore player" and thus your observations no longer matter. That's all that's being done here.

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Because team jump ropes are not fun


They aren't, which is why they should..you know..design their content better? Limbus with 18 people weren't team jump rope, neither was Proto/Arch-Omega/Ultima nor were Naakuals, Dynamis, Einherjar, ZNMs or Walk of Echoes. Sure if your tank and healers die you tend to go downhill fast, but you didn't continually "waste time" because your drg planted his feet and die to easy mechanics ala XIV.

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You've got try to think outside the hardcore box and see the game from an Everyman's perspective.


Translation: "You actually do all of this game's content so you actually experienced every side of the game..you have to stop that."

You really need to let go of the "hardcore" term. This game isn't a hardcore game. It is NOT HARD AT ALL to do this game's content and see exactly how it's all designed lol.

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And this kind of statement really discredits everything you're trying to say


Which is exactly why clear rates skyrocketed once they slapped in 20-30% echo and nerfed certain turns. I can promise you people "with responsibilities" that include family, children and multiple jobs didn't suddenly get less responsibility unless they lost their family and job. That's why I remain dubious about the "no time!" and lean more towards "didn't have the skill."

You simply take it as an insult, just look at the general playerbase who can BARELY get through easy content. Why is it so hard to believe people just couldn't do the content because of the lack of skill necessary to get through it? Binding Coil was unlike anything else the game offered at the time with the closet thing being Titan HM and Hydra lol. It has absolutely nothing to do with being "hardcore player", you either can or can't do the content and the main reason, as PARSING HAVE PROVEN, is skill. That's not an insult, it's the truth. If you say I have to "look outside of the box", you certainly are snug at scoffing off the other side of the equation.

I don't know why you guys are arguing back and forth on what style the game is. It isn't hardcore, the extreme endgame would be called elite game type. It means it requires 100% attention with no mistakes or drama ensues. Hardcore would be a game that takes a ton of time to progress in with deep complex systems that cannot be played in short spurts to get any real progress.

Reflex/jump rope is a skill that can or can't be improved, sometimes you are just relegated that you can't physically do what others can. I can't dunk like Lebron James no matter how often I practice that. Thinking is a strategy and planning based skill.

The core truth underlying here is the endgame is too elite for anyone but the diehard reflex gifted players, not hardcore enough for players that want a time consuming or living breathing world, and too strict a ruleset in participating for casuals. Casual doesn't mean you suck or like easy games, it just means you like to your game to be very lenient and respectful to your time.

Can't we all just get along?

Edited, Apr 2nd 2016 12:05pm by sandpark
#303 Apr 02 2016 at 10:03 AM Rating: Excellent
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Turn 7 for example, they changed the voice and shriek mechanics, something people simply couldn't for the life of them learn. (Triangle, face away out the arena, circle, LoS a Cyclops.) Yet that was the hardest thing in the world and what turned off most people.


Most people didn't even do Turn 7. You're talking about a small subset of players. And what does it say about that style of content if people get frustrated and quit so easily? To me, it says that content style isn't really that popular, and perhaps it shouldn't be the center of endgame.
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#304 Apr 02 2016 at 10:30 AM Rating: Default
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Thayos wrote:
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Turn 7 for example, they changed the voice and shriek mechanics, something people simply couldn't for the life of them learn. (Triangle, face away out the arena, circle, LoS a Cyclops.) Yet that was the hardest thing in the world and what turned off most people.


Most people didn't even do Turn 7. You're talking about a small subset of players. And what does it say about that style of content if people get frustrated and quit so easily? To me, it says that content style isn't really that popular, and perhaps it shouldn't be the center of endgame.

In my opinion raiding regardless of difficulty shouldn't be the center of endgame. It should exist and if it is the most difficult content, then that raider should be rewarded with the best of it's class. Just as PvP content should be rewarded the best of it's class and not be the center of endgame.

If Yoshi wants the casual fanbase that mmo hops and back and forth. I truly hope he is listening to players who complain about that going forward. Most content needs to have looser party requirements to get completion from now on. There needs to be tons of casual and mid-core content and a bit of hardcore/long lasting or elite/extreme difficulty content sprinkled here and there.

There also needs to be more variety in ways to level since this game might at some point have anywhere from 16-40 jobs or classes.

Edited, Apr 2nd 2016 12:35pm by sandpark
#305 Apr 02 2016 at 11:30 AM Rating: Good
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Theonehio wrote:
Seriha wrote:
If you can't see why nerfs to encounters and buffs to players help alleviate time requirements...


They...don't. People always used the excuse: "I have no time to touch that content", so all of a sudden you have time to touch the content because you can blow through it? You do know most coils still have auto wipes if you mess up..yet that still didn't stop the skyrocketing clear rate once you no longer have to have the skill to do it. Especially the first Coil, it was already enough you just had people refusing to apply themselves. And yes if you parsed under a certain amount, that falls under skill.

Turn 7 for example, they changed the voice and shriek mechanics, something people simply couldn't for the life of them learn. (Triangle, face away out the arena, circle, LoS a Cyclops.) Yet that was the hardest thing in the world and what turned off most people. So it didn't alleviate the time requirements at all if you never touched it from the get go because unless you're getting carried, you STILL spent just as much time learning certain turns as you did prior to nerfs and echo. Look at people who still wipe to Turn 9 even unsync.

If the main excuse is "time" and not "skill" related...then no, it doesn't change anything.

Edited, Apr 2nd 2016 8:44am by Theonehio


IMO, the buffs alleviate the need for a static and make the fights more 'puggable' This eliminates the time commitment for needing a static and organizing a time when all 8 people are available, which can be challenging with older folks that have ever changing real life committments.
#306 Apr 02 2016 at 12:14 PM Rating: Excellent
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Reflex/jump rope is a skill that can or can't be improved, sometimes you are just relegated that you can't physically do what others can. I can't dunk like Lebron James no matter how often I practice that. Thinking is a strategy and planning based skill.


But jump rope isn't reflex. It's memorization. There are some reflex checks, but even those are heavily scripted, so they're more jump rope-ish in nature.

And about your Lebron comparison... that doesn't quite make sense. If you started training as a teenager to dunk -- and assuming you were a little taller than average -- then you'd be able to eventually dunk. Now, dunk like Lebron? No, probably not... but Lebron has insane physical qualities that make him a freak among freaks.

You don't need to be a freakishly good gamer to beat FFXIV's savage-mode fights. You just need time and a good, patient static. In all my years playing FFXI and FFXIV -- and I was in a hardcore raid static for around six months in XIV -- I only ever came across a few players who truly struggled with endgame mechanics. And, given enough repetition, those players always eventually earned their clears. These fights are easy enough that they can be cleared by the vast majority of gamers. But life gets in the way and makes that not possible.
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#307 Apr 02 2016 at 6:11 PM Rating: Excellent
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Thayos wrote:
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Reflex/jump rope is a skill that can or can't be improved, sometimes you are just relegated that you can't physically do what others can. I can't dunk like Lebron James no matter how often I practice that. Thinking is a strategy and planning based skill.


But jump rope isn't reflex. It's memorization. There are some reflex checks, but even those are heavily scripted, so they're more jump rope-ish in nature.


Depends. You ever seen jump rope competitions? There's still reflex involved because it could be switched up on you and you have to react quickly. There's nothing wrong with jump rope type encounters, it's more along the lines of one person **** up and it's a wrap type that people are tired of, but they continue to design and people who like content have no choice but to deal with it or there's no content to do.

No matter how much someone may want to argue it, you CAN go through all this games content with even a LITTLE bit of dedication, which means when you hit top..then what?

"This game isn't for you"

Always sounds..more like "go away."

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These fights are easy enough that they can be cleared by the vast majority of gamers. But life gets in the way and makes that not possible.


I still find this dubious simply because I was still able to clear Seph Ex (same difficulty as A5S) even after pulling multiple 19 hour work shifts. It's not that I don't believe it, I just find it funny once you start getting carried through content is when you start seeing the same people who were "too busy" to even attempt to learn it, suddenly going at it "hardcore."

Said people also used the excuse "I wait until it's in Duty Finder, so that way I can continually wipe people over and over instead of learning it back when it could only be entered on server."

It's just, sometimes things simply don't add up. You either do or don't have time for it. So if it doesn't come from time being the factor of you not clearing content, all that's left is lacking the skill. For example as of today, a DRG should be no less than 1300 DPS bare minimum, so if you're pulling 400-1200 ignoring phase pauses (Seph Ex says hi) you don't have the skill to do it. That's not even being said as a bad thing, it simply means you're not skilled in your rotation and you can only use the "need gear" excuse for so long. (I've seen 210 DRGs out DPS 224 DRGs.)

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#308 Apr 02 2016 at 8:28 PM Rating: Good
Theonehio wrote:

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These fights are easy enough that they can be cleared by the vast majority of gamers. But life gets in the way and makes that not possible.


I still find this dubious simply because I was still able to clear Seph Ex (same difficulty as A5S) even after pulling multiple 19 hour work shifts. It's not that I don't believe it, I just find it funny once you start getting carried through content is when you start seeing the same people who were "too busy" to even attempt to learn it, suddenly going at it "hardcore."

Said people also used the excuse "I wait until it's in Duty Finder, so that way I can continually wipe people over and over instead of learning it back when it could only be entered on server."

It's just, sometimes things simply don't add up. You either do or don't have time for it. So if it doesn't come from time being the factor of you not clearing content, all that's left is lacking the skill. For example as of today, a DRG should be no less than 1300 DPS bare minimum, so if you're pulling 400-1200 ignoring phase pauses (Seph Ex says hi) you don't have the skill to do it. That's not even being said as a bad thing, it simply means you're not skilled in your rotation and you can only use the "need gear" excuse for so long. (I've seen 210 DRGs out DPS 224 DRGs.)



I think this again goes back to the CONSISTENT time off for statics. Forget the Japanese puggable population, because it's almost non-existent in North America. I've pugged enough crap through PF/DF to know it's just not worth the effort. Could I play 20 hours a week? Easily. Could I say to 7 other people, sure I can make it Mon, Wed, Sat from 7-10pm every night, not even close.

The only time I would ever get wins on my own time is when I was replacing someone in their static. That's it. The full on pug parties were just CONSTANT complaining, switching people out and hours of frustration. It was 2-3 hours of accomplishing nothing. Much of this was back in Coil 1-9, I can only imagine how it's become since. Probably 10x worse.
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#309 Apr 02 2016 at 10:25 PM Rating: Excellent
Montse is right on the money.

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It's just, sometimes things simply don't add up. You either do or don't have time for it.


And a lot of people don't have time for it. Your mistake is that you're projecting your own life onto other people.

If I work multiple 12-hour days, I'm not going to use the little waking time I have left staring at a computer screen -- especially when I just got done doing that for 12 hours. That wouldn't be fun, healthy or responsible, especially with more important things that still need to be done.

Edited, Apr 2nd 2016 9:26pm by Thayos
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#310 Apr 02 2016 at 10:45 PM Rating: Good
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squiress wrote:
IMO, the buffs alleviate the need for a static and make the fights more 'puggable' This eliminates the time commitment for needing a static and organizing a time when all 8 people are available, which can be challenging with older folks that have ever changing real life committments.

This was largely what I was getting at, but let's look at it another way.

Player has 200 DPS. Buff happens, player now has 260 DPS. Being generous and carrying this across the other 3 DPS, total DPS goes up from 800 to 1040. Whatever tanks and healers contribute is its own wildcard, but they still get improved.

On the defensive end, tanks are now more survivable, giving healers more wiggle room to react even if there is a mistake. A mechanic that could cause a wipe before is suddenly recoverable.

Combine these two and total mastery of mechanics isn't required. It helps, most definitely, but instead of trying multiple runs with new people every time via PF where you wind up timing out or people get frustrated and quit, you can do just well enough to squeak out the win. If you are fortunate enough to wind up with people who've done it before, your odds of success also improve. Further so if they're over-geared.

When people say, "I don't have the time!" it's not because they don't want to try. It's because they don't want to have to try indefinitely or fall into the trap of endgame politics. Biggest downside of enforced partying is failure isn't always your fault. An individual's threshold for that is going to vary from person to person. And I'm more inclined to trust someone's self-description of their play style than that of one perched on Olympus declaring people don't just try hard enough because they did it (with their static) easy peasy. Seriously, when a game has walking away legitimately angry at your peers, something's not right.
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#311 Apr 02 2016 at 11:49 PM Rating: Excellent
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When people say, "I don't have the time!" it's not because they don't want to try. It's because they don't want to have to try indefinitely or fall into the trap of endgame politics.


Very well said.

Even now, my efforts to create a once per week static to get done non-savage content have been somewhat in vain. Each week we have just done Midas in the DC because not enough show up to do anything else.

Edited, Apr 2nd 2016 10:50pm by Thayos
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#312 Apr 03 2016 at 8:55 AM Rating: Decent
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Montsegurnephcreep wrote:
The only time I would ever get wins on my own time is when I was replacing someone in their static. That's it. The full on pug parties were just CONSTANT complaining, switching people out and hours of frustration. It was 2-3 hours of accomplishing nothing. Much of this was back in Coil 1-9, I can only imagine how it's become since. Probably 10x worse.


Oh it's a lot worse based on me keeping my sarga and balmung alts up to date, but as said, it's simply just the difference in playerbase it seems, so it's honestly not even the game design at that point. I mean, if I knew I would accomplish nothing in 1-3+ hours due to the failures of others (a lot of the time, let's be real you can have it down and others can't grasp the simple mechanics) I certainly wouldn't want to even bother trying the content either. That's why I say things don't add up sometimes, simply because it's far easier to be honest and say: "I just don't want to do it/bother with it" than "I don't have time for it" because a lot of the people who say that..tend to be the first one you find in DF causing the wipes. That's why I even said it's not that I don't believe the "no time" excuse because my work keeps me busy sometimes full days at a time when I have to fly back and forth from Japan to the US, I just can't help but chuckle when I see the same people end up in the same DF as me and I do indeed ask: "So work load lightened up for ya?"

Since the reason you tend to get the..shall we say, "leftovers" in Duty Finder is because while the content is PF/Server only (like Midas Savage and Seph Ex atm) most people get it done then and there so by time it hits unrestricted and on the Duty Finder, you tend to be left with the people who "had no time" or simply couldn't do it. Look at Thordan Ex duty finder..the amount of people who can't get past the first dive bomb phase (basically almost barely into the fight) is staggering on Aether.


Thayos wrote:
And a lot of people don't have time for it. Your mistake is that you're projecting your own life onto other people.


Quite the opposite, actually. I've read multiple times even from you the phrase "people like me." That is quite a bit more "projection" than what I've said because you're basically saying "people like me who work and have family obligations"...I do as well and I still get things done and manage to do the harder content. I explained it as clear as day, there's people who stated they don't have time for the content which is why they don't bother trying it. I was talking very specifically about the people who state that because they're also the same people who wait until the content is added to duty finder to even attempt it because by then, not only do you "not need a static (don't now but different cultures I guess)" but it's also a high chance they added echo to the encounter meaning it's also "easier" to do than prior to echo.

Like I say now echo will not help you at all with Seph Ex because all it takes a missed tank tower during the might/spirit phase and well..no amount of echo will cut 99k damage.


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#313 Apr 03 2016 at 1:37 PM Rating: Good
It's always been the case for me. I have the time on random nights, but I refuse to spend it running my head at a wall with little to no progress 4-5 hours in. There's the off chance you'll get 7 others who know what they're doing, it's a very, very, small chance.
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#314 Apr 03 2016 at 2:03 PM Rating: Excellent
At this point I feel like we are all pointing at the same cloud but calling it different things.

I have too much on my plate to use my available free time in a way that won't result in anything positive. This should be a no-brainer to anyone who has a busy life.

If I had more time, I would join a raid static and actually maybe make progress.

Quote:
I've read multiple times even from you the phrase "people like me." That is quite a bit more "projection" than what I've said because you're basically saying "people like me who work and have family obligations"...I do as well and I still get things done and manage to do the harder content.


We clearly don't have the same out-of-game obligations and/or priorities. Or, playing on a Japanese server really makes THAT MUCH of a difference.

Edited, Apr 3rd 2016 3:46pm by Thayos
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#315 Apr 03 2016 at 11:28 PM Rating: Good
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Theonehio wrote:
I still find this dubious simply because I was still able to clear Seph Ex (same difficulty as A5S) even after pulling multiple 19 hour work shifts. It's not that I don't believe it, I just find it funny once you start getting carried through content is when you start seeing the same people who were "too busy" to even attempt to learn it, suddenly going at it "hardcore."


Players with enough time that just don't want to use it on something you or I are willing to have branded us 'hardcore'. It doesn't matter that we probably have as much or less time than they themselves spend on average. The term 'progression raiding' doesn't necessarily have a definition that I can point to from any valid source, but it seems obvious to me that a time commitment is implied. It should also come as no surprise that 'endgame' content is gated off to players on any other terms than raiding... progressively.

Stats are rewarded to players who can grind, get carried through or study up and overcome. Player power is defined by item level. It's not possible for a game to support 'progression raiding' if they're going to make that power available elsewhere and for far less effort. This is all basically what you would find if there were a contract you had to sign when subscribing to a game with 'raiding progression' style endgame.
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#316 Apr 03 2016 at 11:39 PM Rating: Excellent
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Players with enough time that just don't want to use it on something you or I are willing to have branded us 'hardcore'.


This isn't what any of us have been saying.

Filth, I don't call you a hardcore player. You've said nothing to imply you're hardcore about gaming. In fact, you've said more to make me believe that we're actually a lot alike in how we play, other than I can only take small doses of PvP.

Myself and others call Hio a hardcore player not because of time spent in the game (I have no clue how much Hio plays), but based on what Hio considers to be "normal" and also what Hio says about other players. And also because of months of comments that paint a pretty clear picture of Hio being hardcore.

And Filth, you don't even play XIV. How can you be a hardcore XIV player?

Regardless, you and Hio are missing the point. Even Hio seems to agree that pickup parties on NA servers are wastes of time. A static is the way to go. And I don't have time -- the predictable consistency in my schedule -- for a static that runs several nights per week. Heck, this weekend I thought I'd have several hours to play both days, and instead I had about an hour per day.

Myself and many other players I know would love to do these fights, but even among ourselves so far we've been able to get everyone only at once (even trying just one night per week) to make any kidn of progress. And it's not because people are just flaking out. We're all busy and have more important things come up... like family obligations, extra work, recitals, emergency medical appointments (yes, all of these things have happened among our eight schedules within our first month).

I'm not going to use my valuable free time on these fights without either a static or help from my FC. Pickup parties are dead ends. I've learned my lesson from too many attempts in the past. And even statics among busy adults are hard to make work.

Hardcore raiding still has a place in MMOs, but its place at the table is shrinking. Developers need to think of new ways to get players involved in endgame -- or look backward and take some pages from older games' playbooks.


Edited, Apr 3rd 2016 10:49pm by Thayos
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#317 Apr 03 2016 at 11:48 PM Rating: Good
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FilthMcNasty wrote:
It's not possible for a game to support 'progression raiding' if they're going to make that power available elsewhere and for far less effort.

Non-raiders don't necessarily want the same gear with less effort. They want different effort that fits their play style and time commitment better. That's why people generally like the relic grind. It still takes time and commitment and effort but doesn't require the savage raiding lifestyle.
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#318 Apr 03 2016 at 11:56 PM Rating: Excellent
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Non-raiders don't necessarily want the same gear with less effort. They want different effort that fits their play style and time commitment better. That's why people generally like the relic grind. It still takes time and commitment and effort but doesn't require the savage raiding lifestyle.


Yes, this.

It's why things like Dynamis, Limbus and Sky worked so well in XI. And it's why the Diadem in XIV has a ton of potential. Really, just about all the Diadem really needed were four things:

1) some kind of tiered pop system for special NMs;
2) for these NMs to spawn to the appliances that trigger it;
3) for the main NMs to have some unique mechanics that need to be dealt with; and
4) for the Diadem to have better lore worthy of an endgame event.

I'm sure there are other directions SE could have taken, but this would have been easy.

The biggest reason why the Diadem has such potential is that SE could easily update its NMs and loot pool with each expansion to keep it relevant throughout the life of the game. If SE introduced other endgame content types with each patch, then within the next two or three years the game's endgame scene would improve pretty dramatically.

And there will always be a reason in this game to farm multiple paths, and that is that most people have at least two primary jobs.


Edited, Apr 3rd 2016 10:56pm by Thayos
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#319 Apr 04 2016 at 5:12 AM Rating: Decent
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FilthMcNasty wrote:
Theonehio wrote:
I still find this dubious simply because I was still able to clear Seph Ex (same difficulty as A5S) even after pulling multiple 19 hour work shifts. It's not that I don't believe it, I just find it funny once you start getting carried through content is when you start seeing the same people who were "too busy" to even attempt to learn it, suddenly going at it "hardcore."


Players with enough time that just don't want to use it on something you or I are willing to have branded us 'hardcore'. It doesn't matter that we probably have as much or less time than they themselves spend on average. The term 'progression raiding' doesn't necessarily have a definition that I can point to from any valid source, but it seems obvious to me that a time commitment is implied. It should also come as no surprise that 'endgame' content is gated off to players on any other terms than raiding... progressively.

Stats are rewarded to players who can grind, get carried through or study up and overcome. Player power is defined by item level. It's not possible for a game to support 'progression raiding' if they're going to make that power available elsewhere and for far less effort. This is all basically what you would find if there were a contract you had to sign when subscribing to a game with 'raiding progression' style endgame.


Yep. I get branded hardcore because I do this game's content and I guarantee plenty of people, especially casual have much more time to play than I do. But I guess if you've only played on NA/EU datacenters, it's probably hard to believe that you can get through content without needing statics. The only time I've ever staticed in FFXIV 2.x-3.x is on my Sarga character. Otherwise all of my clears have been through PUGs. I see casual and "non-hardcore" players playing far more than I do and even progressing faster than I do on my alts, so I'm still not sure why I get branded "hardcore"..I mean I guess THESE DAYS of MMOs being able to do content can be seen as hardcore since you still have people who wipe to Titan HM.

Karlina wrote:
FilthMcNasty wrote:
It's not possible for a game to support 'progression raiding' if they're going to make that power available elsewhere and for far less effort.

Non-raiders don't necessarily want the same gear with less effort. They want different effort that fits their play style and time commitment better. That's why people generally like the relic grind. It still takes time and commitment and effort but doesn't require the savage raiding lifestyle.


Though ironically, it's also a largely wasted effort in the grand scheme of things because you could technically get better for less work since stats don't matter if you're not touching harder content, so even having a customizable weapon is moot unless you want to "personalize it" or like the design of the relics. Since the relic grind is to get a high ilvl weapon, when come tomorrow..your new relic is already outdated simply by doing Midas NORMAL for 7 weeks and 1250 Lore tomes. The only reason relic takes time and commitment is because unless you did a zeta, it's forcing you to do content you have no reason to do largely (FATEs, outdated dungeons) and then throw in rerunning older content for certain item drops (Precision alexander items) and so on.

Yoshida stated the relic grind 3.x is designed to match the Alexander Savage progression. So you're literally doing the same thing "hardcore players" are doing, just without being challenged.
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#320 Apr 04 2016 at 10:07 AM Rating: Excellent
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I get branded hardcore because I do this game's content and I guarantee plenty of people, especially casual have much more time to play than I do.


Everyone who plays this game plays the game's content. You're just part of the very small percentage of players that does the savage-mode content. Perhaps "hardcore" isn't the right word for that one characteristic. "Elite" may be a better word.

And the second half of that statement has a hardcore ring to it. The issue here isn't "X amount of total free time." It's "X amount of a person's free time he can spend in a video game on a predictable basis." If you really have time to do all the game's content on multiple characters (on different servers, too), then I highly doubt you have less time to spend in the game than most other players.

Quote:
Though ironically, it's also a largely wasted effort in the grand scheme of things because you could technically get better for less work since stats don't matter if you're not touching harder content, so even having a customizable weapon is moot unless you want to "personalize it" or like the design of the relics. Since the relic grind is to get a high ilvl weapon, when come tomorrow..your new relic is already outdated simply by doing Midas NORMAL for 7 weeks and 1250 Lore tomes.


See, this is your problem (again). You try to explain why you're not hardcore, but then you say something like this, which strongly indicates your gameplay is shaped only by min/maxng -- one of the defining traits of hardcore players -- and not just progressing while having fun.

Sure, the thought has crossed my mind that I don't really need to do the relic weapon chain. But I like having goals to work toward, and the relic weapon is a good goal. It's like a free reward for logging in and doing things that don't require a static.

And Hio, being a hardcore player isn't a bad thing. Don't run from it. The unique perspective you bring to this community stems from your hardcoreness. You just need to realize that while you may be the tip of the spear, you're also the smallest part of the spear.

Edited, Apr 4th 2016 9:14am by Thayos
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Thayos Redblade
Jormungandr
Hyperion
#325 Apr 04 2016 at 4:23 PM Rating: Decent
Scholar
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2,430 posts
Thayos wrote:
[quote]
ial. Really, just about all the Diadem really needed were four things:

1) some kind of tiered pop system for special NMs;
2) for these NMs to spawn to the appliances that trigger it;
3) for the main NMs to have some unique mechanics that need to be dealt with; and
4) for the Diadem to have better lore worthy of an endgame event.

I'm sure there are other directions SE could have taken, but this would have been easy.

The biggest reason why the Diadem has such potential is that SE could easily update its NMs and loot pool with each expansion to keep it relevant throughout the life of the game. If SE introduced other endgame content types with each patch, then within the next two or three years the game's endgame scene would improve pretty dramatically.

And there will always be a reason in this game to farm multiple paths, and that is that most people have at least two primary jobs.


Edited, Apr 3rd 2016 10:56pm by Thayos


I was astounded when i first saw diadem, because it so clearly was thrown together with minimal effort. Like, honestly a competent team (and i'm not saying that they arent) could have made that in under a month. Easily. They could have just put a little more time into it, instead of say, making LoV a thing. Giving them the benefit of the doubt, I can imagine that these systems are more of an effort to throw some things at the wall and see what sticks, before developing them further (or not). I can only assume that they had plans to add some depth to it in the future, but if no one is doing the content now, who knows if that will happen. Throwing good money after bad, etc etc
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monk
dragoon
[ffxivsig]477065[/ffxivsig]
#326 Apr 04 2016 at 4:35 PM Rating: Excellent
Quote:
I was astounded when i first saw diadem, because it so clearly was thrown together with minimal effort.


Seriously, minimal effort.

I'd love to ask Yoshi-P about what he or his developers were thinking when this content was commissioned. It was seriously nothing more than a loot pinata, designed for the most brainless gameplay imaginable. The game's leveling dungeons are far more interesting by comparison.

I think it's too late in this expansion cycle to expect the Diadem to be completely revamped, but hopefully whatever they make for the next expansion cycle is significantly better. Or, I hope they realize the Diadem could be improved and kept current to create/maintain some alternative forms of endgame.

Edited, Apr 4th 2016 3:36pm by Thayos
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Thayos Redblade
Jormungandr
Hyperion
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