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

#52 Sep 22 2015 at 7:35 AM Rating: Decent
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Thayos wrote:
I've discussed this earlier, but many casual and midcore players are former hardcore players who are now just busier in RL. Just because we don't have time to be effective in raid statics doesn't mean we're not still interested in growing strong characters. This is a Final Fantasy game, and progression/grinding has always been a part of the experience.

Edited, Sep 21st 2015 7:35am by Thayos


Right on Thayos.. That is why allot of people left FFXI for this game.. Looking for something in the middle but not too casual.
In FFXI I was in several LS to get what I needed and I hated to miss a day because I felt like I always missed out.

I am just looking for some varied content.. I have not looked into this yet and is the first I heard of it. Sounds like it might be cool.


Edited, Sep 22nd 2015 9:36am by Nashred
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#53 Sep 22 2015 at 7:39 AM Rating: Excellent
Solonuke wrote:
Most of the raids in this game seems to revolve around teamwork, but it doesn't give you any time to type messages to your fellow raid members. 10 minute long fights ends up taking 40 hours to complete for various reasons and one of them is lack of communication. Even if everyone sits on teamspeak, I got pretty confused about where to go in Ravana Ex when people got targeted with swords when everyone started to yell at me where I should go. By the time I understood where to go it was already too late. I did read up on the fight beforehand, but it's hard to know what to do without context.

One of the things I dread about new content is that I have to read up on things. I like to think some content has the difficulty of "read up on wiki" because of it's not entirely clear what you're supposed to do the when you see it but it's a pushover once you've read up on it. After you've cleared it, you'll still wipe on it with new people because of they're going through the same process, but you don't know that part until you've wiped at least once. The Ultros fight is a prime example of a fight where you're guaranteed to wipe at least once because of DPS is taught from the beginning of the game that being in front of the boss is really bad. You do have the law bonus message, but fights differ depending on what role you're doing.


This is very very true. We managed to do Dynamis entirely through text in XI, and Limbus, even with new people, because the nature of combat and the nature of the raids themselves allowed us to take our time explaining things before we ever got in, and to have plenty of time to run to safety during one-shot moves (like Citadel Buster in Limbus.) However, we used Skype for Salvage, because it was way easier for one person to yell out who got what cell (to unlock gear slots) mid-combat than it was to try to type it, since so many cells were flying.

The only fight that has anything close to the remote hecticness of an Ex fight in XIV would be Dynamis Lord, which generally had to be done in under two minutes or else it was a wipe. That fight's major difficulties stemmed from the complexity of tasks and the sheer lag you'd encounter with 20-64 people trying to beat him down.

We're on Ventrilo now for our Coil catch up work, and thankfully our raid leader Dancing Skylark (Kelly) is amazingly soothing and patient and everyone in our group is at least 30+ and totally willing to admit when they screwed up.

Edited, Sep 22nd 2015 9:41am by Catwho
#54 Sep 22 2015 at 8:01 AM Rating: Good
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Catwho wrote:
Solonuke wrote:
Most of the raids in this game seems to revolve around teamwork, but it doesn't give you any time to type messages to your fellow raid members. 10 minute long fights ends up taking 40 hours to complete for various reasons and one of them is lack of communication. Even if everyone sits on teamspeak, I got pretty confused about where to go in Ravana Ex when people got targeted with swords when everyone started to yell at me where I should go. By the time I understood where to go it was already too late. I did read up on the fight beforehand, but it's hard to know what to do without context.

One of the things I dread about new content is that I have to read up on things. I like to think some content has the difficulty of "read up on wiki" because of it's not entirely clear what you're supposed to do the when you see it but it's a pushover once you've read up on it. After you've cleared it, you'll still wipe on it with new people because of they're going through the same process, but you don't know that part until you've wiped at least once. The Ultros fight is a prime example of a fight where you're guaranteed to wipe at least once because of DPS is taught from the beginning of the game that being in front of the boss is really bad. You do have the law bonus message, but fights differ depending on what role you're doing.


This is very very true. We managed to do Dynamis entirely through text in XI, and Limbus, even with new people, because the nature of combat and the nature of the raids themselves allowed us to take our time explaining things before we ever got in, and to have plenty of time to run to safety during one-shot moves (like Citadel Buster in Limbus.) However, we used Skype for Salvage, because it was way easier for one person to yell out who got what cell (to unlock gear slots) mid-combat than it was to try to type it, since so many cells were flying.

The only fight that has anything close to the remote hecticness of an Ex fight in XIV would be Dynamis Lord, which generally had to be done in under two minutes or else it was a wipe. That fight's major difficulties stemmed from the complexity of tasks and the sheer lag you'd encounter with 20-64 people trying to beat him down.

We're on Ventrilo now for our Coil catch up work, and thankfully our raid leader Dancing Skylark (Kelly) is amazingly soothing and patient and everyone in our group is at least 30+ and totally willing to admit when they screwed up.

Edited, Sep 22nd 2015 9:41am by Catwho


I wish Tes and I were on your server. Your FC sounds great, Tes and I are not kids either.
I would love a FC with some older people. I think that was one of the attractions with FFXI for us is it was generally older players because most had played the game so long they were no longer kids. Also people cared about their reputation more because they new they would need others help at some point. I think people cared more about their characters because they spent so much time developing them too..
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#55 Sep 22 2015 at 8:15 AM Rating: Excellent
Nashred wrote:
I wish Tes and I were on your server. Your FC sounds great, Tes and I are not kids either.
I would love a FC with some older people. I think that was one of the attractions with FFXI for us is it was generally older players because most had played the game so long they were no longer kids. Also people cared about their reputation more because they new they would need others help at some point. I think people cared more about their characters because they spent so much time developing them too..

So switch to Lamia and join us. Smiley: grin
#56 Sep 22 2015 at 9:25 AM Rating: Excellent
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Catwho wrote:
The advantage could be that FC airships which have already explored and mapped out a lot of the islands get much more choice up front. If you've never done any airship exploration, you might have to start from Sector 1 in Ishgard.

Also, the highest level airship parts give some advantages to the ship themselves (I don't quite understand it.) Due to weight restrictions, you can only have one level 6 part on a maximum of two ships, if I heard it right.

Mammets drive the airships. They're cute little pilots.

I'm now a little less concerned because we managed to scrape together 8 people to finally clear T8 today.


All due to my lack of game time lately. Was pretty fun healing though. I have absolutely no idea why I have a 180 healer...

But I think that the airship missions will be awesome and I have been waiting for these a long time. Its the reason why I leveled gathering and crafting classes. You guys save me a seat!
#57 Sep 22 2015 at 9:28 AM Rating: Excellent
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Catwho wrote:

We're on Ventrilo now for our Coil catch up work, and thankfully our raid leader Dancing Skylark (Kelly) is amazingly soothing and patient and everyone in our group is at least 30+ and totally willing to admit when they screwed up.
Edited, Sep 22nd 2015 9:41am by Catwho


I forgot that my folks left behind an iphone to chat with the grandkid. I might be able to get ventrillo to work on that since it doesn't work on any of my tablets. I had fun filling the 8th slot for T8, I would love to run T9 again with my actual FC instead of someone else's.
#58 Sep 22 2015 at 9:34 AM Rating: Excellent
Something that hasn't even been mentioned yet... imagine if this new content might make hunts completely optional in terms of progression? :O
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#59 Sep 22 2015 at 10:57 AM Rating: Good
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Wait I have not looked into this stuff but it requires a FC air ship ?.. Well there is content some wont be able to do..

Laverda I would love too but Tes has a house and she loves it. I had to get up at 2 in the morning to purchase it for here when land became available and it was the exact spot she wanted. I dont think there is land available anywhere anymore. Another thing bumming us out we both paid for it and I can not use the garden or stable.

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#60 Sep 22 2015 at 11:12 AM Rating: Good
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Nashred wrote:
Another thing bumming us out we both paid for it and I can not use the garden or stable.

I think they're changing that. They mentioned recently that they're going to let the owners of a personal house give other people permission to use the facilities.
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#61 Sep 22 2015 at 11:21 AM Rating: Decent
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Karlina wrote:
Nashred wrote:
Another thing bumming us out we both paid for it and I can not use the garden or stable.

I think they're changing that. They mentioned recently that they're going to let the owners of a personal house give other people permission to use the facilities.


I hope so, that would be great.. Any link?
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#62 Sep 22 2015 at 11:30 AM Rating: Decent
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FilthMcNasty wrote:
Hyrist wrote:
But I don't support the concept of Prestigue Gear only coming from the hardest of raids. Never did, never will.

Prestige?

If that's what you meant it's one of those things that's comes with the territory in vertical progression MMOs. Top tier gear comes from top tier raiding, either in the form of raw gear drops or dropped materials used to craft it. Power comes in the form of gear and since gear is used for raiding, players tend to feel slighted if it isn't a reward for their ability to defeat raid content.

It would only make sense to allow players to obtain raid gear for difficult challenges. If this event turns out to be completing a trivial task for a shot at praise from the RNG gods, it doesn't really fit.


This - Every vertical progression MMO does it unless they have a solid foundation of alternate progression paths that doesn't completely invalidate one path in the process. (XIV is not one of those MMOs.) If you want the best gear..do the content that drops the best gear even if it's "hard" content..that's the reward for doing the high end raids..the best gear available. If you want the best gear but want it to come from easy content or non-raid content...what point, once again, does the hard content have to exist when you can do something else? One may not agree with the point but it doesn't make it less correct. Gold Saucer didn't give any usable gear or really anything - look at how quickly it died out despite giving people far more to do than the icky hard raids.

Even using XI as an example, while it was a horizontal game, Neo-Nyzul gearsets made it far less likely you would go to sky to get that gear because the new sets were largely superior, especially for the newer jobs post Zilart. Stuff like that is fine..which is why I said unless he drops the ball on this system..there can't be a gap. In yoshida's own words during 2.0 he stated Aetherial gear is designed to have extra stats (and randomized) and are HQ equivalent or better of crafted gear which is why, if you hadn't noticed, "end game" dungeons had absolutely no Aetherial gear because crafting and overmelding at 50/60 actually had a purpose, compared to 1-49. This is why if there's the ability of i210 Aetherial gear...it's essentially going to kill Savage Alexander unless they boost the ilvl like they did for First Coil because everything post First Coil was better...which means getting an Allagan weapon from t5 was meaningless because..heh, you had easier options with the same and higher ilvl.

So if it is indeed about "prestige gear", this system has to be on the same level or better (since everyone would choose a real stat, like crit, over skill speed or parry, which is flooded on a lot of "raid gear") or the system falls flat. Say what you will about which playerbase may matter more...just looking at Reddit and Official Forums..I'm seeing a lot more people, even casual players, wanting more to do and feeling bored of the same formula..so eh. Even modern day XI has NUMEROUS paths to getting the gear you want, including tower defense that anyone can do even if you're fresh off the boat to level 99 as long as you have Records spark gear (can get in your sleep) you will have NPCs doing the work for you..bam, instant progression for almost no work. Then there's reforging your AF armors...yet another path and ones good for your main progression. Then there's augmenting said skirmish gear and stuff dropped from Sinister Reign and so on. If XIV was more like that..not many would complain because that's at minimum 3 paths without shooting each other in the face to be the "best/only" path.

Thayos wrote:
Something that hasn't even been mentioned yet... imagine if this new content might make hunts completely optional in terms of progression? :O


Hunts have always been optional unless you're deathly allergic to raiding or don't want to do it (because most people bot the hunts as is) because outside of the glamour gear, the materials you bought with the books dropped from raids. The only time we ever had to do hunts were when it was forced on us (Law upgrade items.)

They did say they're looking into allowing people to share houses and give permissions but there's no confirmed information purely because as always, things may change by the update.
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#63 Sep 22 2015 at 12:37 PM Rating: Excellent
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Nashred wrote:
Karlina wrote:
Nashred wrote:
Another thing bumming us out we both paid for it and I can not use the garden or stable.

I think they're changing that. They mentioned recently that they're going to let the owners of a personal house give other people permission to use the facilities.

I hope so, that would be great.. Any link?

They talked about it in one of the live letters a few weeks ago.


SE wrote:
Q: Can you make it possible to share a house with our Eternal Bond partner?

A: While this is not limited to Eternal Bond partners, we are planning to implement a system in Patch 3.1 for housemates. With this system you’ll be able to give permissions to share gardening, and chocobo stables, as well as allow others to place furnishings.
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#64 Sep 22 2015 at 1:54 PM Rating: Good
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Going to spark something unpopular here, But I'm going to flat out adamatly disagree with the issue of prestigue gear.

Just because it 'comes with the territory' does not make it correct. We have plenty of examples in history to work with that.

Let me make my stance on this matter absolutely clear: If a piece of content is reliant upon its rewards to populate its participation, then it is fundamentally flawed in its design. And this has been a standing issue with me and pyramid progression through its history.

Hio's argument of "Well if you get equivalent rewards elsewhere then why would you ever do this content?" hits the point home. Why ARE you doing the content? If it's reliant upon a reward structure to make it worth its while, then my argument is that it is not worth its while.

Before difficulty, before rewards, a piece of content should be entertaining and engaging. And honestly, the hyper difficult content that is only defined as 'worth it' due to it having superior rewards? To me, its an antiquated concept, reliant on a system of haves and have nots in order to stretch playablity.

Never should we be in a discussion question of a peice of content not having a reward that it shouldn't 'deserve'. Rather we should be questioning the way we are rewarding this content.

IMO, there needs to be a bar set where the concept of gear progression ends for a session, and the push for lasting accomplishments begin. We're hearing signs of this and have for years. Players in vertical progression arguing on how their gear becomes invalid too quickly while at the same time players arguing on how the content is too gated with gear-checks.

But the development evolution isn't there yet, because they can't find a stable way of making this hard content feel 'worth it' without offering them gear-carrots. Although I am full of ideas on how.


Right now, I satiate myself on the fact that they've made progression more than a simple pyramid that rewards a single playstyle. That's enough for me. But I never agreed, and never will agree, with a single Pyramid endgame that relies on rewards to populate its content. There are simply better solutions out there - ones that will engage more people, leave the content more accessible for people to continually push themselves and go through higher content, and change the focus of content to increase its replay ability based on the content itself or at the very least wider goals rather than singular, temporary rewards.
#65 Sep 22 2015 at 3:00 PM Rating: Excellent
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There has to be reward though or why would anyone bother doing it? This is true of pretty much everything. It's easy to say "do it because it's fun" or "do it for the experience" and things like that, but that only works in the short term. It's not so obvious in FFXIV where you actually do get rewards for things, but look back at FFXI. Doing dynamis or killing a HNM or god or whatever is a cool experience the first few times, but the novelty wears off fast and if you don't get any gear you start wondering why you keep bothering to show up.

It's true of everything though, not just games. I mean, I enjoy my day job, but if they stopped paying me I wouldn't keep working there anyway just because.
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#66 Sep 22 2015 at 4:00 PM Rating: Excellent
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Yes and no.

Most of the rewards we get, even in other video games, do not always equate to gearing. Let's go back to some of the higher challenges of Square Enix titles. Star Ocean and Unlimited Undiscovery, in particular, had challenge dungeons in which you obtained the best gear in the game often before you even conquer the hardest boss. Ultimately, you did do it for the challenge.

The replay-ability of this usual was met with scaling rewards, but again there's a point in which the gearing stops. IMO that should top before Savage level.

I'm not saying stop all rewards. To the contrary, I'm seeking rewards that have less to do with gear check/performance and something more along the lines of actual trophy level.

Additionally, endgame should, first and foremost, be designed with entertainment value in mind, not reward value. Players who dread going through their weekly roulette because they get stuck with Always-reap again wouldn't have half the cause to complaint if they were more fun and had more variability to them.

Reward value comes secondary and really should not involve statistical performance above execution once you start getting into the areas that require heavy team co-ordination, like Savage-level Raids. Instead, I'd almost recomend more Arcade-level aspects.

Imagine if you got currency depending on how well you preformed during an endgame encounter. And these rewards went to both you individually, and your respective FCs, that could be used to purchase various unique items and effects. (Not just armor glamours, but imagine if you could replace the partial effects of a certain skill, spell, or Limit Break?) These would reward those who are truly dedicated to mastering their teamwork and tactics, but the gearing cut-off would insure that entry-level was broader and that the challenges were overcome with teamwork and skill, not just who had the best gear to start. (Truly competitive end-gamers would also end up comparing high scores, not just first clears.)

That's my ideal endgame. It's a pipe-dream, but I think it would be a lot more effective towards making the genre feel less droll.



Edited, Sep 22nd 2015 6:08pm by Hyrist
#67 Sep 22 2015 at 4:42 PM Rating: Excellent
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Hyrist wrote:
Going to spark something unpopular here, But I'm going to flat out adamatly disagree with the issue of prestigue gear.

Just because it 'comes with the territory' does not make it correct. We have plenty of examples in history to work with that.

I wasn't arguing that it was the correct way. There really is no correct way, but the way it's done is the way that steps on the fewest toes. The historical examples of players who actually raid complaining about players who don't raid wearing similar gear is there.

Hyrist wrote:
If a piece of content is reliant upon its rewards to populate its participation, then it is fundamentally flawed in its design. And this has been a standing issue with me and pyramid progression through its history.

I completely agree, though possibly not for the same reasons. My stance is that enjoyment should motivate players to content and rewards should just be icing so to speak.

Also, whether or not players participate for enjoyment or simply for rewards isn't exclusive to any particular progression model. I participated in dynamis for 8 years because I enjoyed it. That's beyond obtaining all of the AF2 and accessories I wanted as well as my relic. I didn't keep track, but there were so many players who received a certain item or completed an AF2 set that left immediately and never returned. There were also a good number of players who participated solely because their split of the currency sold was a steady income.

This still begs the question, why would a player who doesn't raid want to collect gear for the purpose of raiding? If you aren't a raider then I would imagine you find enjoyment in the other activities you participate in. If everyone was running around in raid gear, other events would be trivialized to the point of being almost inconsequential. If players wanted non-raid content to be challenging it would have to be scaled up to raid-like difficulty which brings us back around... why wouldn't you just raid at that point?


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#68 Sep 22 2015 at 5:18 PM Rating: Excellent
Quote:
This still begs the question, why would a player who doesn't raid want to collect gear for the purpose of raiding?


I'm far from a gear completionist, but I'm definitely motivated to gear up my character even though I don't plan on raiding. That said, I don't cap my ESOs each week and fixate on gearing up... because I don't plan on raiding.

But I like being able to log in and be productive, which, in a game, means some extent of collecting gear. I'm an extremely goal-oriented person, and I like to have goals in the games I play, too. The fewer goals I have, the less likely I am to log in, usually because other activities with other goals (finishing a book, doing extra contract work, going running, hitting the gym, playing another game I haven't beaten yet, etc.) compete for my game time.

I am also motivated by storyline content, and by being ready for whatever the next challenge may be... and that also gives me reason to chase better gear.

Also, as I said earlier, a lot of casual/midcore players are like me... we're former hardcore players who would still do raids if our RL schedules allowed it. But in FFXIV, raiding turns into a humongous time sink unless you have a dedicated static in which EVERYONE pulls his/her weight. If people repeatedly slack off and don't show up, then you'll only advance as far in the fight as whichever new person fills in for that play session. That's what happened in the one raid static I belonged to last fall... we beat our heads against second Coil for months, mainly because people would randomly not show up, and then we'd have to get new people... and because of the insta-death mechanics of these fights, getting just a single new person would throw off the entire group. We tried getting alternates to round out our ranks on nights when others would flake out, but then it just became a cycle of always stepping back with learning runs for people who'd missed... and I simply don't have time for that.

That's why, like Hyrist, I'm excited about this new content. I'd love a progression path like Sky or Dynamis where the overall difficulty is lower, but the requirement for real teamwork is higher. Those events take up more time, and they're not as punishing when people make single mistakes. I could do that kind of endgame! So my fingers are crossed that it pans out.

Edited, Sep 22nd 2015 5:17pm by Thayos
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#69 Sep 22 2015 at 5:33 PM Rating: Decent
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Hyrist wrote:
It's a pipe-dream, but I think it would be a lot more effective towards making the genre feel less droll.


Not only is the MMO genre droll, but it embraces being droll. Nay, it goes as far as wearing it as a cloak. A Cloak of Drollness. +1. And it's a glorious trophy that acknowledges that you worked with people you can barely stand for a thousand hours trying to beat the same damn boss over and over until you got the damn cloak!

And I have to ask: If you change that...

...what do you really have left?

I don't climb that mountain anymore, but I wouldn't take it away from the people who do climb it. They climb it because it's there. Offering free helicopter rides to the top is only cheating people of having the challenge and the acknowledgement that goes with it.
#70 Sep 22 2015 at 6:26 PM Rating: Excellent
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FilthMcNasty wrote:

This still begs the question, why would a player who doesn't raid want to collect gear for the purpose of raiding? If you aren't a raider then I would imagine you find enjoyment in the other activities you participate in. If everyone was running around in raid gear, other events would be trivialized to the point of being almost inconsequential. If players wanted non-raid content to be challenging it would have to be scaled up to raid-like difficulty which brings us back around... why wouldn't you just raid at that point?




This question is a straw-man. Wanting gear to challenge difficult content does not mean one wants to raid. Most especially considering what counts as a raid in FFXIV.

I prefer exploration, adaptation, the anticipation of something unexpected. I prefer larger areas in which smaller monsters are as prominant as a feature as the bosses themselves, and not necessarily in a linear fashion. Doing this for the sake of progression is why I said I was thankful I did not have to "Raid" to "Endgame."

To me, Raiding is the repetition of a highly specific route with little to no variability. From the looks of things, that much has been changed for Exploration Missions - the same H/NMs may not show in the same runs. I like that, a lot.

This idea of collecting high iLvl gear automatically deems it "Raid Gear" is misnomer. High level gear is high level gear. Period. It's not automatically "Raid Gear" unless that's exactly where it came from, not in my book anyways. Is it worthwhile for raids? Absolutely. But currency gear is currency gear, Exploration Gear is Exploration gear, and Raid Gear is Raid Gear. I quantify it based off its origin - because its purpose is completely optional based on the individual's desires.

Example: I'm not after upgraded Esoterics for its stats, I'm after the fact that I can dye it for glamours. I want ilvl 210 pieces of gear so I don't have to worry about being behind the curve statistically whenever I end up helping someone with a piece of content - whether or not that content is considered a "raid". That does not mean I want to habitually subject myself to a format of content I do not enjoy. That's why I want an alternative means.

I also would like to participate in content regularly that I do enjoy for such alternative, and Exploration Missions sound like just that.

I finally don't have to Raid to Endgame. They provided me with a different endgame to play. I'm happy with that.

Xoie wrote:
Hyrist wrote:
It's a pipe-dream, but I think it would be a lot more effective towards making the genre feel less droll.


Not only is the MMO genre droll, but it embraces being droll. Nay, it goes as far as wearing it as a cloak. A Cloak of Drollness. +1. And it's a glorious trophy that acknowledges that you worked with people you can barely stand for a thousand hours trying to beat the same **** boss over and over until you got the **** cloak!

And I have to ask: If you change that...

...what do you really have left?

I don't climb that mountain anymore, but I wouldn't take it away from the people who do climb it. They climb it because it's there. Offering free helicopter rides to the top is only cheating people of having the challenge and the acknowledgement that goes with it.



I think you missed the part where I said I wasn't taking it away so much as making it accessible to everyone, and less about farming for raw stats after a certain point. There's a lot of achievement and acknowledgement in my system. I, personally, think it would look far more bad *** to see someone with an enhanced looking attack looking empowered by the achievement they pulled off, then a piece of gear that's immediately obsoleted six to eight months down the line.

Edited, Sep 22nd 2015 8:29pm by Hyrist
#71 Sep 22 2015 at 9:01 PM Rating: Excellent
I think SE realized that only a small percentage of players were actually experiencing the game's raids, and they realized it was largely a waste of effort to create content that was barely used... while meanwhile, so many people are eager for more content they can actually participate in.

You can't just go and raid in FFXIV if you want to. Well, you can... but it will be a huge waste of time, and that isn't fun. Because of the heavily scripted insta-death mechanics, the only way to really do raiding in this game is to have the time to devote to a static. If you don't have that time, then raiding quickly becomes the opposite of fun, and it usually ends in frustration. That's not the kind of user experience SE wants... and I think that's a big reason for the creation of story mode. At least now the Alexander content isn't a wasted effort, and it's yet another progression path people can use for glamor or to gear up other jobs.

Like Hyrist said, this new content looks like just another avenue for endgame -- and that's awesome. Perhaps this content structure will allow them to add in more quests/NMs/features to keep people busy without having to design entirely new dungeons, which could give people significantly more to do. For an example of what I'm talking about, check out reviews of Destiny's latest expansion, The Taken King, which I'm currently cracking out on. It's flat-out awesome how deeply Bungie breathed life into the game with this one expansion... and all they added was one new map.
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#72 Sep 23 2015 at 12:11 AM Rating: Decent
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Thayos wrote:
Quote:
This still begs the question, why would a player who doesn't raid want to collect gear for the purpose of raiding?


I'm far from a gear completionist, but I'm definitely motivated to gear up my character even though I don't plan on raiding. That said, I don't cap my ESOs each week and fixate on gearing up... because I don't plan on raiding.


I hope it doesn't come off as 'you don't belong', but I feel like the gear needed for doing things outside of raiding should be aimed at that content. That's not what it's meant to be at all. I just sympathize more with players who feel that their raid experience is lessened because they put in more 'work' than those who overcame much less challenging content.

Hyrist wrote:
This question is a straw-man. Wanting gear to challenge difficult content does not mean one wants to raid. Most especially considering what counts as a raid in FFXIV.

It's not straw man at all. I'm not attacking any argument here. I'm simply stating my point. The question I ask is the same question I keep coming back to in my thought process. Again, I don't mind having non-related rewards sprinkled around to promote participation, but it's something that should be limited. It just seems logical to me that rewards should foster or support participation in the event you earned it from. I only tag the higher ilvl gear as 'raid gear' because it's the ultimate purpose for that gear. You don't really need it to participate in other content so it just seems out of place there.

It's kinda like saying you want to be able to collect triad card drops in dungeons because you like that as a reward, though you have no intention at all of playing the mini game. It's not my personal stance, but I can respect that players feel accomplished in grinding out rare gear drops in raids as reward for their effort. I can also see how it would lessen that feeling knowing that someone else could get it from getting lucky RNG from a chest that dropped from a faceroll NM.

XI as an example, I really enjoyed fishing. The majority of rewards from the act itself as well as items and rewards gained from quests were all supportive of fishing. Even the quests that required you to do battle were driven by the chance at obtaining rewards to further your craft. There was a tiny bit of overlap that you'd expect with alchemy and cooking, but the bulk of the rewards were motivation to continue fishing.

The same is true about the interaction between crafting and endgame activity in FFXI. Almost all crafts had a handful out of a hundred recipes that could be used in endgame, but not so much that you felt forced to participate in crafting if you didn't enjoy it.

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#73 Sep 23 2015 at 6:24 AM Rating: Decent
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Honestly, it just seems the ones who dislike raiding seem to be actually the ones attacking that "argument" more than anything.

Simple question:

Do you need ilvl200 to beat World of Darkness, that has had no nerfs or changes to it as of yet? Do you need ilvl200 to beat Labyrinth and Syrcus Tower?

FFXIV is the only MMO with the only community that appears to assume top gear should be accessible even if you're not doing content that relates to it. in WoW I'm not getting the best gear if I'm doing low tier stuff. Logical. in GW2 I'm not getting the best gear if I'm only doing story mode. Logical. In XI I'm not getting the best gear if I'm only buying it through Records of Eminence or from the AH. Logical. in PSO2 I'm not getting the best gear if I'm only doing content on easy and not touching the boss Emergency Quests on Very Hard. Logical.

Why would one need "raid gear" (something yoshi also calls it on streams at times) if you're not raiding?

"Not falling behind the curve"

If you're not touching Savage Alexander, it's virtually impossible to fall behind when they tune the content to be clearable by the bare minimum to maintain accessibility of the content. Voidark requires only Law gear at best. Alexander Normal requires only Law gear at bare minimum. None of the dungeons will require anything above Law gear and will not drop anything above i190. If you just joined with Heavenswards it would make sense, but people who actually played since 2.0 already know the pattern and formula. If you don't like raiding, that's cool..I won't say the "deserve" word...but realistically...look at any other MMORPG, especially if it's vertical progression. Do you get the better gear by NOT raiding?

"I want the 210 esoterics for glamour"

Ok. It's related to raids as of now - Do the raids, get the upgrade materials. Simple. If you can't or don't want to..you won't get what you want. Is that not a simple concept to grasp? If that's a problem do this:

Complain to SE that they release dyable versions of gear only AFTER you upgrade it or obtained from the harder raids. They use it as an incentive, when every other MMO lets you dye gear to your content regardless of acquisition.

Quote:
I can also see how it would lessen that feeling knowing that someone else could get it from getting lucky RNG from a chest that dropped from a faceroll NM.


This. And as said, if Yoshida doesn't want the system to fail or fall flat, it can't have a huge gap where you will never get good gear or equivillent. If it's ilvl 200-210, look at other ilvl 200-210 gear, it can't be inferior to those. Welcome to vertical progression. Welcome to "balanced" itemization. You can't have alternate paths when the sole design philosophy was to "keep things moving forward."

So the tl;dr version:

If you're not doing hard raids that requires a high ilvl gearset, you do not need high ilvl gear, ever unless yoshida changes his stance on XIV's design, which obviously, he will not because 3.0 is 2.0 all over again. HW was the perfect chance to breathe fresh air into the game..and it's more like the recycle process where we're now breathing in carbon dioxide.

Unless it's specifically tagged as "hard raid content" in the light of Binding Coil or Savage Alexander, you will never fall behind because NO CONTENT will ever be tuned to needing the "High tier Tomestone" gear. If you want gear for glamour but it's gated behind raids in some fashion, do the raids or find something else. It's a bit silly to say: "I deserve/want this so you go find something else" only to essentially tell people who tell you the same that their views are incorrect. This is why despite the "highly requested storymode" only a tiny bit of people actually did it if this game does indeed have a sizable playerbase -- however if they "wasted resources" on end-game content..they're wasting resources on dungeons too when all they need to do is just load up the Mogstation - Supply it with gear to buy if glamour and such is "what people want" -- profit. Far less resources spent and they'll make far more profit.

I'm all for more content (because this game is definitely dry of content) especially if it can be alternate paths...but XIV isn't known for such and won't be known for such or after 2 years they would have done it by now. It's vertical progression and heavily "either/or"..so once you see that Voyages drop a Metallic Gold High Allagan Coat of fending with superior stats to the Savage Alexander body...guess what happens? "I HATE RAIDS!" people will be happy and "I like raids!....but I have no reason to do raids when I can do this **** easy content for better gear" people will once again wonder what the point of raid content is.

The whole issue, to be honest, is simply Alexander. If they didn't release the same version of the raid with more mechanics and a different gearset, it would be fine since even Second Coil and Second Coil Savage was fine..but Alexander Savage is an entirely separate raid..based on a previous.

Edited, Sep 23rd 2015 5:28am by Theonehio
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#74 Sep 23 2015 at 10:00 AM Rating: Excellent
It's SE's fault for making the raid gear look so damn cool!

(I'm only half kidding.)

There is a large subset of XIV players, and not just the RPers, who treat this game as a fashion show. Look at the success of XIV Bubblegum and my own XIV Fashion blog. Whether it's the 10 million gil Thavnarian tops, or the buttwings of final coil gear, fashion is a HUGE driver of both gameplay and the game's economy.

I'm aiming for the Alexander story body for my scholar 100% for looks. I want it because it looks really cool. The stats are okay too and it'll be an upgrade for me, but I have three other jobs I could have aimed for - and I chose the healer because it looks amazing.
#75 Sep 23 2015 at 10:43 AM Rating: Good
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Quote:
Do you need ilvl200 to beat World of Darkness, that has had no nerfs or changes to it as of yet? Do you need ilvl200 to beat Labyrinth and Syrcus Tower?


Moot point. There is no one populating either of these two raids. Period. But to entertain the question, if it were at all possible to low-man these dungeons, you likely WOULD need them. And even if you did not, higher performance means less people required. To clear.

Quote:
"I want the 210 esoterics for glamour"

Ok. It's related to raids as of now - Do the raids, get the upgrade materials. Simple. If you can't or don't want to..you won't get what you want. Is that not a simple concept to grasp?


It's a simple concept to grasp, it's also *********

Let me turn the question on its head. What is the difference between a rise in ilvl of a party, and the use of the Echo buff? Each increase the statistical performance of a Raid group, without any relation to the actual execution and skill of the raid itself.

So then why is it that the Raid rewards this false sense of accomplishment with more statistical advantages?

Arguing the ease of the game is a complete and utter straw-man when trying to debate my principles on the matter. It has nothing to do with the two key points of why I say it's fundamentally flawed.

- Gearchecking is an artificial level of difficulty. Content should be capable of being cleared with entry-level requirements - NOT restricted to items that drop exclusively from within that content itself. No content since Second Coil has been that way, so this is not a problem with Alexander, it's a fundamental disagreement I have with the system of raiding.

- The rewards system within highest-difficulty content itself should substantiate itself beyond the Progression expiration date. To do that, it must separate itself from the typical progression path.

Period, done deal. Those are opinions, not argument-able facts or debatable concepts. I like raiding aside from those two points - I'm literally waiting for a friend to get Raid-ready before attempting to gather a static. But I've never agreed with the self-depreciating system surrounding it.

Arguing 'needs' and 'wants' when it comes to gearing types of content is pointless - that can always be adjusted with battle tuning. Complaining that a piece of content is too easy, or too rewarding is a flimsy argument to be making when at the same time defending a portion of the game to not have parts of its system to be changed because "I like Raiding and you don't" which was a bad assumption make to begin with. I can like something and still be critical of it. It's just shocking to people that I can be critical because I'm not often critical of the game.

For me, Raiding should be a skill challenge. Gear checks take away from that for me. And the way MMO's bait content with gear progression comes off as shallow, especially when the gear obtained within it expires as soon as the content does. There is zero longevity of any sort. In this sense the 210 gear is as pointless to the raiders as it is to those who don't. By the time 3.2 comes out, Raiders will be needing 230 and even casual players will have 210 via currency/Void Ark anyways.

Which is why the argument against Airship Exploration's RNG falls flat - We're already going to be getting 210 gear from currency pieces that drop out of Void Ark anyways. What's the difference between the luck of a draw in winning a lot on an upgrade piece that's guaranteed to drop verses something that may drop may be the ilvl, may have the stats you want off of content we don't even know the difficulty level of?

So to Summarize, the following is an Opinion:

"Hardest content." Shouldn't be about the gear, not when it's just being recycled anyways. It should be only about execution, and it should reward better than pieces of 'best' gear that just cycle out. The content can still be made desirable off a different reward system which I feel is worth exploring.

For this, I feel that a reward system containing items that do not involve around artificially improving the performance of an already accomplished group is appropriate, especially when it just gets filtered out. I feel that there should be greater emphasis on more permanent rewards and accomplishments that provide other benefits for the individuals and the group they represent. Right now the gear that drops amounts to glamour gear past the relevancy period of the content. I feel they can expand beyond that in ways that aren't tied simply to your equipment slots, especially considering gear-bloating is a big issue now. (As mentioned previously, changes in attack/spell/skill/limit break partical effects is one idea. Perhaps unique airship parts is another. There is a lot that can be explored here that simply isn't.)

In my opinion: The entropic concept of "You Raid Gear for Raids." is about as redundant and broken as "You Need PvP Gear to PvP" - for which I am glad SE did away with that concept for PvP (In spite of the other problems it has.) I feel the concept of gearing can be an adventure on its own with multiple parts to equivalent results and should all be a part of a previous 'preparation' phase before tackling challenge content. Vertical progression can still be maintained in this preparation phase, and SE's beloved "easy" content can be reserved to this phase of content.

The game's difficult content then can be tuned specifically to this clear bar of gearing designed to challenge players who wish to conquer them for accomplishments and rewards of a different kind. I feel as if bragging rights and accomplishments will come off of things such as these specific rewards as well as perhaps arcade-like elements (such as a point system that rewards bonuses for tracking specific objectives and challenges) within the Raid content itself.

I acknowledge that all above is simply my philosophy, with little to no chance of being implemented in the game. It is simply what I would do in their position to liven and broaden endgame. In the end it has little bearing of my enjoyment of the game as is. We're just stumbling across my philosophy because we began discussing gearing philosophies of what 'should' and 'shouldn't' happen - which is purely the realm of opinion.

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About what is actually happening:

People can have their sour grapes. There's nothing to be done about it. I'm happy for the new content that's coming out and a broadening of the concept of endgame. That Raiding is not the only end-all pursuit to play this game for. At this point, I have a feeling that the most difficult parts of Exploration Missions will be about as difficult as raiding. But the pretense on how it's done is different completely, which makes me happy.

It's not as if I want to avoid difficult content - but I want more than one kind of challenge. People arguing that Raiding should be the end-all-be-all of endgame and gearing won't find an agreement with me. That does not mean I disrespect their opinion. I just don't agree. I think we're missing an opportunity to make the game better, even for those who enjoy raiding as is, and that it could be worth the shot of trying. That said even if Raiding was done the way I described in my opinion above, I would want a broader endgame than just a singular raid for challenge content.

I am excited to see that this desire seems to be met. People can speculate otherwise, that's fine. We're in the speculation phase for a bit under two months. I don't view anyone less for disagreeing with this philosophy. I realize that MMOs have been done a certain way for a long time and a lot of people are comfortable with that. That doesn't mean I shouldn't have ideas and thoughts of my own, including what I like and dislike about current and coming content.

Also, I'm with Catwho, I'm such a fashion ***** in this game >.>

Edited, Sep 23rd 2015 12:52pm by Hyrist
#76 Sep 23 2015 at 11:03 AM Rating: Decent
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Karlina wrote:
There has to be reward though or why would anyone bother doing it? This is true of pretty much everything. It's easy to say "do it because it's fun" or "do it for the experience" and things like that, but that only works in the short term. It's not so obvious in FFXIV where you actually do get rewards for things, but look back at FFXI. Doing dynamis or killing a HNM or god or whatever is a cool experience the first few times, but the novelty wears off fast and if you don't get any gear you start wondering why you keep bothering to show up.

It's true of everything though, not just games. I mean, I enjoy my day job, but if they stopped paying me I wouldn't keep working there anyway just because.

Rewards are short term, any high will eventually be a low unless there is joy in what you are doing currently. If you love playing guitar, it doesn't get old or boring 3 years later.

Look at some celebrities,with their rewards like money, fame, awards, yet they are still committing suicide, getting divorces, chasing addictions, it's never enough which leads to depression. It's all about chasing your passion, and that passion will change and fluctuate as time goes on. Again, it all comes down to how much you can appreciate the process whether it is peaked or at a low.

If you had something you loved, and were doing it more than anything in the world, and it was your job, and you could make a living doing it without getting paid.

You would work there, and you would enjoy the sh#t out of it.

One novelty in games that never gets old for me or leaves me a feeling of lacking a reward is discovery, and that could be exploring environments, systems, stories, lore, mystery. I put my attention on the subtleties and the world takes on a always on reward that is not fleeting.




Edited, Sep 23rd 2015 1:04pm by sandpark

Edited, Sep 23rd 2015 2:43pm by sandpark
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