It's felt absolutely disgusting these past few years having level 90 content that is somehow less interactive than level 40 dungeons, and a majority of my friends who play casually have quit the game as a result.
I'm not sure what pushed XIV to neglect giving players methods of actually engaging with it's systems in any content less than EX, but it really hurt the game's enjoyability for players who enjoy the core gameplay of XIV, but don't like sitting through Party Finder guides for EX/Savage, and then going through hours upon hours of wipes just so they can actually engage with the game in some way that goes beyond zoning out for 3 minutes pressing literally whatever buttons they want, and knowing the boss will be dead before it does anything meaningful anyways.
Normal content in 6.X doesn't even feel like it's being made for casual players, it genuinely appeals itself only to people who don't like XIV for what it is, and catering to people who DON'T like your product instead of those that DO, is how you make players feel neglected and potentially just leave the game altogether.
So thank you SE, for finally looking towards that massively neglected group of players, and not harming the game further by literally catering only to the section of the playerbase that genuinely doesn't enjoy the game to begin with when designing casual encounters.
Something important to note though, is the group that's been complaining about the difficultly. Obviously, the current difficultly of content is legitimately just the bare minimum level of challenge required to give players an actual reason to interact with their kits and not feel discouraged because they can literally zone out and mindlessly press one button and the boss just keels over and dies.
However, the reason that this group of players even exists, is because of one of XIV's biggest and longest running faults that I sincerely believe Yoshida and his team need to address.
That being that XIV does not, at any point in time, literally ever, encourage the player to get better at the game, at times it even does the opposite.
And it's no surprise that XIV pushes the line on how easy something can be, to the point of removing all engagement entirely in some encounters, so there realistically shouldn't be people complaining about difficulty.
However, because XIV NEVER encourages players to learn how to get better at the game, anyone who doesn't go out of their way to try to get better on their own, and will then be left feeling confused when they suddenly need to participate in the game and cannot literally neglect their role entirely and still clear a fight. Content needs to be designed in a way that will naturally encourage players to get better at the game, and XIV's entire quality of content from standard to high-end would drastically improve.
Continue reading...
I'm not sure what pushed XIV to neglect giving players methods of actually engaging with it's systems in any content less than EX, but it really hurt the game's enjoyability for players who enjoy the core gameplay of XIV, but don't like sitting through Party Finder guides for EX/Savage, and then going through hours upon hours of wipes just so they can actually engage with the game in some way that goes beyond zoning out for 3 minutes pressing literally whatever buttons they want, and knowing the boss will be dead before it does anything meaningful anyways.
Normal content in 6.X doesn't even feel like it's being made for casual players, it genuinely appeals itself only to people who don't like XIV for what it is, and catering to people who DON'T like your product instead of those that DO, is how you make players feel neglected and potentially just leave the game altogether.
So thank you SE, for finally looking towards that massively neglected group of players, and not harming the game further by literally catering only to the section of the playerbase that genuinely doesn't enjoy the game to begin with when designing casual encounters.
Something important to note though, is the group that's been complaining about the difficultly. Obviously, the current difficultly of content is legitimately just the bare minimum level of challenge required to give players an actual reason to interact with their kits and not feel discouraged because they can literally zone out and mindlessly press one button and the boss just keels over and dies.
However, the reason that this group of players even exists, is because of one of XIV's biggest and longest running faults that I sincerely believe Yoshida and his team need to address.
That being that XIV does not, at any point in time, literally ever, encourage the player to get better at the game, at times it even does the opposite.
And it's no surprise that XIV pushes the line on how easy something can be, to the point of removing all engagement entirely in some encounters, so there realistically shouldn't be people complaining about difficulty.
However, because XIV NEVER encourages players to learn how to get better at the game, anyone who doesn't go out of their way to try to get better on their own, and will then be left feeling confused when they suddenly need to participate in the game and cannot literally neglect their role entirely and still clear a fight. Content needs to be designed in a way that will naturally encourage players to get better at the game, and XIV's entire quality of content from standard to high-end would drastically improve.
Continue reading...