Thayos wrote:
And Hio, you're not a casual. Heck, I wouldn't even call myself a casual, and you're certainly more hardcore than I am. As I said up above, just because you're playing a game not designed as a hardcore haven doesn't make you less of a hardcore player. It just means you're out of your element, which is a probably a big reason why you don't like so many elements of the game -- which is what I've been saying for months, really. I think you'd be happier in a more hardcore game. But if you have friends who insist on playing XIV, and if you're just tagging along with them, then I understand your frustration.
Edited, Aug 23rd 2016 12:08pm by Thayos
No, but one of the "requirements" of being casual is having limited playtime. I don't play any longer than most casual players I know or read about that get classified as casual. That's why I asked what makes my 1-3 hours a day different from someone else's 1-3 hours besides the fact I actually choose to do other content than sit around and say it's too hard or inaccessible. I don't think the fact I can clear easy and scripted content makes me hardcore, especially when you can't consider someone hardcore for clearing Hard Mode dungeons because they're tagged "Hard Mode." My "Frustration" comes with the fact they had a perfectly fine raid design that just needed the difficulty to be upped (Coil), because it not only had a better story (which Yoshida admitted at Gamescom), but the raid design was far better.
Otherwise, this game doesn't really have hard content. A game designed around ilvl strictly is going to always be in a weird spot because once you're at a particular ilvl, everything is like encountering a slime in Dragon Quest, however prior to that, everything will seem like walking outside of a starting town and bahamut suddenly laying waste to everyone - you stand no chance.
The reason I don't like many elements of this game is because: They're poorly done. No matter how much someone may want to defend this game, they were not hiding the fact they were building it after WoW and heavily inspired by WoW.
yet WoW did the systems better. It's not even because the game was designed on the PS3 because FFXI has better systems and it was designed in the late 90s. When you look at the game as not just a player, you really sit and think:
"Do they come up with these great ideas then decide how they can ruin it?"
A lot of systems literally are so good in concept and initial implementation until you hit the "Okay what the ****" part of the system, for example weekly lockouts or REMOVING loot because you SO MUCH AS DARED to help someone else clear after you've cleared it. That's just the proof that the system isn't really designed for concurrent players which is why I always said, and get ridiculed for, that if they seriously think keeping the same formula will work a 2nd time for them with 4.0, they're in for a big surprise. There's plenty of people who perfectly love XIV, but 3.0 woke a lot of people up to the way this game really is. So while difficulty and whatnot may change for 4.x, if they keep the same format just with swimming added and it serves NO PURPOSE WHATSOEVER to content despite being one of the focused elements, then I don't know what to so say.
Even XI incorporated elements of the game into the dungeons but then again, XI's dungeons weren't literally hallways people complained about with FFX/X-2/XIII. Hell, if XI had flight you can guarantee some of the dungeons would have been designed with it in mind, I sit and look at HW and see not one dungeon where you have to fly through it or realistically use the flight mechanic for anything other than faster travel, which is fine, but I do remember yoshida saying something about a grand aerial battle, probably against Shinryu, but somehow I'm doubting that since unless there's a sudden "NOPE DRAGONSONG WAR AIN'T OVER YET!" I don't see us having an encounter with any more dragons...
I mean, Weeping City could have been perfect for flight (since it's the last alliance based content of 3.x unless they going to "delay" the expansion again) as there's CLEARLY numerous paths designed in the ..well, city, but we're stuck in one hallway. Which I've said before and I'll always say because of the sheer hilarity of it, but people used "Long hallways" as a reason to hate the XIII games but praises XIV's content design which is literally one long hallway with vendors on the side to enter instanced content. I don't know though, I get ridiculed for it but it's very easy to see that Yoshi and SE knows they don't have to do much to keep people happy. I'm not a person who complains about a cash shop as I actually play and have played many MMOs, but the sheer fact they could have introduced a lot of the Mog Station elements as content rewards, actual content, proves it.
Same with the primal birds/ponies. What prevented them from using the Golden Saucer to introduce battles where you can win them instead of forcing us into 99% obsolete content? The Golden Saucer from VII had a battle arena where you obtained rewards based on points gained, so you'd assume that would have been a feature. Like I said, my "hate" for this game's elements is they really don't seem to be trying with a lot of it as so many other games, their own 2 other MMOs included, does things better that this game should do FAR SUPERIOR in every way.