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Alpha impressions interview w/developers (4/09)

RajenRajen Member Posts: 689

First impressions after alpha test, and Q&A with developers. Easier to read it on the official page, to much text in this post D:

 

Link: http://ffxiv.zam.com/story.html?story=22055

 

 

 

 

- When Final Fantasy XI first started, it began with a beta test.  Why did you decide to go back even further this time and start with an alpha?

Komoto: At the beta stage, a game is relatively complete.  In order to better take in user opinions and make more adjustments, we wanted users to see an earlier version and let their feedback affect the direction of the game itself.

- So, does that mean there could be some dramatic changes after the alpha version?

Komoto: Yes, there could.  We're already wondering ourselves what shape the game will take after the alpha testing is complete.  There are issues we have seen arise, and we want to think of how to best fix these and add in user suggestions at the same time.

Tanaka: For the alpha test, we only have one World.  The idea is we first test that World for stability and then in phase 1 of the beta test, we begin to add more Worlds and collect as much data as we can.

- Will the amount of playable cities increase in the beta phase?

Tanaka: More than simply increasing the play area, we want to test and adjust the core mechanics of the game.  For example, we want to see if leveling up works properly or if attaining a new skill rank works properly.  Our number one priority is to monitor these things closely.

Komoto: Just like how we set a limit to the levels, we want to place benchmarks and see if they can be reached without major issues.  We expand the system a bit, and then sample data from within those constraints.

Tanaka: We want to examine the speed at which people grow, as well as the core game mechanics, and see if we need to make any adjustments.

- So, then it sounds like we won't really get the full game until the official release version.

Komoto: We think the full scope of the game will come together sometime during the beta phase.

Tanaka: The game system will be completed during the beta phase, but I would say you probably won't see the entirety of what the game world has to offer until the official release.

 

- I got to try out the Guildleve system, and it feels like a great way to manage your play time.  You can complete a quest within 30 minutes and then start a new one right away.  It feels like Assault in FFXI, where you can enjoy some casual challenges divided into easy to manage chunks.  Forgive me if I'm wrong, but it feels like a system really designed around light, casual play.

Komoto: That's true, but I wouldn't say it's just a system for light play.  What we wanted to do is design something that casual players could enjoy.  That entails making it simple and easy at first.  However, while the rules are simple early on, future quests add more rules and more variations to Guildleve while at the same time putting players up against tougher monsters.  That's the kind of system we're considering.

- As for character growth, it appears there are Skill Ranks for each Class and Physical Levels for the avatar itself.  Physical Levels are where you can freely spend points on different parameters, right?

Komoto: In the alpha, there is a cap on Physical Levels, and you can't redistribute points already spent on parameters just yet.  Later on, we want to allow players to reallocate points in case they focus too heavily on a certain attribute and want to adjust that.  We also plan to make it so you cannot simply max out every attribute, so players will have to work to find a good balance.  For example, you may raise a certain skill in order to play a Warrior-type class.  If you later want to go as a Disciple of Magic, you can then reallocate those points into something more beneficial for a magic-user.

- Regarding character customization, will there be any limitations on attaching skills from one Class onto another?

Komoto: If we can, we want to allow players to use skills from other Classes on their current one.  However, there are many things to test out regarding this, such as how the effects of skills will be weakened when used with other Classes.  For example, maybe a certain combination of skills doesn't work well together, or perhaps another combination is too powerful -- we want to maintain game balance as we go forward.  There will, of course, also be some skills that we simply won't allow to be attached to other Classes.  At this stage, we are still looking to see how things work, so feel free to try out any combinations you wish.

- With FFXI and Support Jobs, there was a limitation, and in general you wanted users to play Jobs a certain way, which made it easy for other players to pick up on what that Job's role was.  If you can freely set abilities on different Classes and freely boost your parameters, will that make it difficult for players to define roles for Classes?

Komoto: That's why we feel it is most important to have Classes defined by their main skills.  Although there is wiggle room for adding other abilities, a Class that excels at tanking will usually be considered a tank first and foremost.  From that starting point, you can begin to fine-tune your role based on the situation and see how your Class works with other Classes.

- How are crafting skills coming along at this point in the alpha?

Komoto: We've touched on them so far and let players get the basics of cultivating materials, but we're still seeing how the system will take shape.  We plan to have players able to gather materials in field areas and are preparing Guildleves that involve cultivation and harvesting.  However, we're still in the testing phase for these aspects of crafting.  Also, we're going to make skills for harvesting and crafting and want to make the whole experience fun for players.  Fighting battles is fun, but we hope to create a game where players can have just as much as crafters -- raising skills, going on adventures, and even completing storylines.  Guildleves should be very useful for making this happen.

- How many different types of Guildleves are there in the alpha version?

Komoto: Not so many.  A little less than 20.

- Will players be able to solo even some high-level Guildleves?

Komoto: We hope to allow that by use of the selectable difficulty levels.  That isn't to say there won't be any party-related Guildleves, but we want to allow solo players to enjoy Guildleve as much as possible.

- Speaking of which, is 6 members the average party size?

Komoto: This time, we've set the maximum for parties at 15 members -- almost the size of an alliance.  However, they aren't divided into units.  A party of 3 is fine, a party of 8 is fine, and we don't want to impose any standards from our end.  Instead of forcing minimum party sizes on players, we want to allow them to freedom to put together any group they wish.

- I was surprised to see that Teleport and Warp were available to every Class right from the start!

Komoto: There will be costs attached to those abilities, but that hasn't been implemented yet in the alpha.  We hope to make it so players with limited time can travel quickly, but also add elements that players with time to spare can enjoy if they decide to travel back on foot.  We are looking to provide enough warp points to make these abilities a real help for players short on time.  As for costs involved, we don't plan anything really restricting, and hope to keep it down to almost nothing.

 

- The range of motion for avatars was astounding.  Lalafell are especially cute.

Komoto: They're sickeningly cute, aren't they? (laughs)  This time around, the amount of motions and equipment and everything has been expanded extensively.  Then there's the facial improvements.

- The facial expressions are amazing.  Characters in cut scenes are so expressive and have voices, too.  Compared with current MMOs, especially FFXI, the world of FFXIV just draws you in completely.

Komoto: I had that same feeling when viewing the cut scenes myself.

- The alpha only supports Windows, but will the beta phase add support for PS3?

Tanaka: We may not make it in time for phase 1 of the beta, but around phase 2 of the beta we believe we will be able to support PS3.

- How long do you plan to run the alpha and stage 1 and 2 of the beta?  Are you just seeing how things go and playing it by ear?

Tanaka: Things may change as the product we are making changes through testing.  The alpha and phase 1 of the beta will be pretty similar.  Phase 2 of the beta is where the game will begin to change based on the feedback collected from the alpha.

- Will phase 1 of the beta add more Worlds than the alpha?  Will any of the feedback from the alpha influence the initial beta stage?

Tanaka: Between the alpha and phase 1 of the beta, we don't expect much to change at all.  Phase 2 of the beta and onward will see the game get updated and become vastly different.

Komoto:   More than a set length for each phase, I would say it's how many stages we need.

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Comments

  • SatimasuSatimasu Member UncommonPosts: 900

    So basically, anything leaked from the Alpha and stage 1 beta pretty much means nothing. Sounds good to me. I'm more interested in these interviews than leaked pics and such.

    image
    To be the best, you must help each other become the best.
    FFXI Character: Satimasu
    FFXI Server: Valefor
    FFXIV Character: Tamorae Fonteil

  • jadan2000jadan2000 Member UncommonPosts: 508

    good article. I actually watched a stream of the alpha last night and it looked pretty awesome. Only things i saw that kinda bugged me was:

    combat was a bit slow, but then again they were level one fighters

    no chat bubbles( that bugged the hell out of me)

    image

  • cukimungacukimunga Member UncommonPosts: 2,258

    The more I hear and see about the game the more I know im going to enjoy it. And yes Lalafell are sickeningly cute, Lodorodo will be reincarnated into XIV for sure after seeing last nights stream.

  • jadan2000jadan2000 Member UncommonPosts: 508

    The only thing i will say is that this game really feels like ffxi i honestly dont think people will feel much like its a new game, but more liek an upgraded version of ffxi

    image

  • unbrokenunbroken Member Posts: 57

    While the game looks a lot like an upgraded FFXI, which I think is great, a lot of other things seem far removed from FFXI.  Character progression is different; the job system is different; and unfortunately, it looks like the need for grouping is gone, or at least not nearly as encouraged or emphasized.  The character progression, with the player-controlled allocation of stats, sounds ok, and the job system, if you could call it that, seems ok too.  However, the casual-centric missions and the fact that they want to implement difficulty levels for guildleves, has me a bit concerned. 

    I don't want to pass judgement just yet, but if they abandon encouraged, and often required (that's right, required) grouping, I don't think this game will have near the allure as FFXI.  Perhaps the best parts of FFXI was/is the comradery and great community.  Both those things fed off the fact that FFXI is a group-focused game that required team effort.  The other great part of FFXI is the sense of accomplishment you get from your achievements, which had a lot to do with the fact that most things required effort, and often, team support.   I do believe there is a place for some casual and soloable content, but I really hope they don't make that a focus.

  • alderdalealderdale Member Posts: 301

    Originally posted by jadan2000

    good article. I actually watched a stream of the alpha last night and it looked pretty awesome. Only things i saw that kinda bugged me was:

    combat was a bit slow, but then again they were level one fighters

    no chat bubbles( that bugged the hell out of me)

     Glad to see there are NO chat bubbles (they bug the hell out of me)

  • KupoKupopoKupoKupopo Member Posts: 189

    Originally posted by unbroken



    However, the casual-centric missions and the fact that they want to implement difficulty levels for guildleves, has me a bit concerned. 

     

    I'm just curious why you think it would be bad to implement difficulty levels?  Don't most games start a bit easy then get harder and harder as you progress?  I actually think difficulty levels sound fine but I'm just wondering if you have a reason in mind that I did not think about.

    My personal opinion is that it's cool to have some casual and solo material in the game as long as the rewards for group play are even better.  That way you can solo when its 4am or when you can't find a group but when you can find a group, you move on to group play for better rewards or to advance the storyline (like missions in FFXI).

  • KupoKupopoKupoKupopo Member Posts: 189

    Originally posted by alderdale



    Originally posted by jadan2000

    good article. I actually watched a stream of the alpha last night and it looked pretty awesome. Only things i saw that kinda bugged me was:

    combat was a bit slow, but then again they were level one fighters

    no chat bubbles( that bugged the hell out of me)

     Glad to see there are NO chat bubbles (they bug the hell out of me)

    I second that.  Not a big fan of chat bubbles either.

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Originally posted by jadan2000



    The only thing i will say is that this game really feels like ffxi i honestly dont think people will feel much like its a new game, but more liek an upgraded version of ffxi

    It's only the ignorant people who say this..

    The gameplay itself is nowhere close to FFXI.

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • unbrokenunbroken Member Posts: 57

    Originally posted by KupoKupopo

    Originally posted by unbroken



    However, the casual-centric missions and the fact that they want to implement difficulty levels for guildleves, has me a bit concerned. 

     

    I'm just curious why you think it would be bad to implement difficulty levels?  Don't most games start a bit easy then get harder and harder as you progress?  I actually think difficulty levels sound fine but I'm just wondering if you have a reason in mind that I did not think about.

    My personal opinion is that it's cool to have some casual and solo material in the game as long as the rewards for group play are even better.  That way you can solo when its 4am or when you can't find a group but when you can find a group, you move on to group play for better rewards or to advance the storyline (like missions in FFXI).

    Of course there should be a natural progression of difficulty.  I think that's true of any video game.  What kind of concerns me is that, from the way it sounded from the interview, a solo player will be able to do solo-intended content, as well as the high level content that groups could do, just by changing the difficulty of a particular scenario.  It actually sounds a lot like what DDO does with their instanced dungeons, and to me, a system like that takes a lot away from the "MMO" experience, and it would definitely be a big change from the FFXI system.  I haven't played the game, and I know a lot can still change, so maybe my concern is for nothing.  I'm just saying that I hope they don't take that road.

  • KupoKupopoKupoKupopo Member Posts: 189

    Originally posted by unbroken



    Originally posted by KupoKupopo


    Originally posted by unbroken



    However, the casual-centric missions and the fact that they want to implement difficulty levels for guildleves, has me a bit concerned. 

     

    I'm just curious why you think it would be bad to implement difficulty levels?  Don't most games start a bit easy then get harder and harder as you progress?  I actually think difficulty levels sound fine but I'm just wondering if you have a reason in mind that I did not think about.

    My personal opinion is that it's cool to have some casual and solo material in the game as long as the rewards for group play are even better.  That way you can solo when its 4am or when you can't find a group but when you can find a group, you move on to group play for better rewards or to advance the storyline (like missions in FFXI).

    Of course there should be a natural progression of difficulty.  I think that's true of any video game.  What kind of concerns me is that, from the way it sounded from the interview, a solo player will be able to do solo-intended content, as well as the high level content that groups could do, just by changing the difficulty of a particular scenario.  It actually sounds a lot like what DDO does with their instanced dungeons, and to me, a system like that takes a lot away from the "MMO" experience, and it would definitely be a big change from the FFXI system.  I haven't played the game, and I know a lot can still change, so maybe my concern is for nothing.  I'm just saying that I hope they don't take that road.

    Ohhh, that's what you mean.  Yes, if it is like that I would not be happy.  But I don't think it will be like that and I think they said they will keep instancing to a minimum. 

    But what I thought it would mean is the guildleves (which are "quests" for all intents and purposes) would be completely different quests based on your level and grouping.

    Thus, for example, a low level soloer would be sent to kill 10 dodos and a low level group group would be told to kill 10 marlboros (a tougher enemy).  Later, a higher level soloer would be sent to a small temple to kill 3 Marlboros and a high level group would be sent into a large dungeon to kill a King Behemoth (a very tough enemy).   Very basic examples, I know, but that is what I thought it would mean. 

    In short, the type of "quest" you get is based on your level and grouping (or lack thereof).

  • HedeonHedeon Member UncommonPosts: 997

    Originally posted by alderdale



    Originally posted by jadan2000

    good article. I actually watched a stream of the alpha last night and it looked pretty awesome. Only things i saw that kinda bugged me was:

    combat was a bit slow, but then again they were level one fighters

    no chat bubbles( that bugged the hell out of me)

     Glad to see there are NO chat bubbles (they bug the hell out of me)

     

    heh sorta like the cartoonish over the chat bubbles. that you can see what char/person say what visually, but always good to have such thing on a turn on/off in options ;   can easy get bit in the way for the view when trying to find your posistion in combat.

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by KupoKupopo



    Originally posted by alderdale



    Originally posted by jadan2000

    good article. I actually watched a stream of the alpha last night and it looked pretty awesome. Only things i saw that kinda bugged me was:

    combat was a bit slow, but then again they were level one fighters

    no chat bubbles( that bugged the hell out of me)

     Glad to see there are NO chat bubbles (they bug the hell out of me)

    I second that.  Not a big fan of chat bubbles either.

    Perhaps it can be brought up to add the option in for them to be on or off, then both sides can be happy.

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by unbroken



    Originally posted by KupoKupopo


    Originally posted by unbroken



    However, the casual-centric missions and the fact that they want to implement difficulty levels for guildleves, has me a bit concerned. 

     

    I'm just curious why you think it would be bad to implement difficulty levels?  Don't most games start a bit easy then get harder and harder as you progress?  I actually think difficulty levels sound fine but I'm just wondering if you have a reason in mind that I did not think about.

    My personal opinion is that it's cool to have some casual and solo material in the game as long as the rewards for group play are even better.  That way you can solo when its 4am or when you can't find a group but when you can find a group, you move on to group play for better rewards or to advance the storyline (like missions in FFXI).

    Of course there should be a natural progression of difficulty.  I think that's true of any video game.  What kind of concerns me is that, from the way it sounded from the interview, a solo player will be able to do solo-intended content, as well as the high level content that groups could do, just by changing the difficulty of a particular scenario.  It actually sounds a lot like what DDO does with their instanced dungeons, and to me, a system like that takes a lot away from the "MMO" experience, and it would definitely be a big change from the FFXI system.  I haven't played the game, and I know a lot can still change, so maybe my concern is for nothing.  I'm just saying that I hope they don't take that road.

     

    I don't think that's necessarily true of the entire game, though.

    First, they've said all along, they want players with little time to play - on break, need to go out, etc.  to be able to log in, get something done and log out. In order to accomodate that, they *have* to make those kind of concessions. Keep in mind, though, that they've also stated that there will be content intended only for groups (they're not setting party size to 15 max for the hell of it, I'm sure). I don't think we're going to see anyone soloing a FFXIV version of Absolute Virtue.

    I doubt a FFXIV version of Apocolypse Nigh or any other major battle, or quest, from the battle is going to become soloable. What they're discussing in particular, are the guildleves, and they are not going to be *the* source fo content in the game. They will be an important one, yes... but not the only one. I don't remember where or when I read it, but they do definitely intend grouping and cooperation to play a role in FFXIV. Just how they describe the party combat mechanics supports that idea.

    I'm honestly not too worried... and being someoene who loves grouping up, I would be under other circumstances. I think SE is not abandoning the group players. They're simply giving more consideration to the smaller group and/or solo players. I might be wrong on that... and it might be a solo-fest... but somehow I don't think so.  Now that's my feelings on SE's side of the equation. How the *players* take to that concept remains to be seen.

    That said, I can agree that the gameplay feels nothing like FFXI.

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by KupoKupopo



    Originally posted by unbroken



    Originally posted by KupoKupopo


    Originally posted by unbroken



    However, the casual-centric missions and the fact that they want to implement difficulty levels for guildleves, has me a bit concerned. 

     

    I'm just curious why you think it would be bad to implement difficulty levels?  Don't most games start a bit easy then get harder and harder as you progress?  I actually think difficulty levels sound fine but I'm just wondering if you have a reason in mind that I did not think about.

    My personal opinion is that it's cool to have some casual and solo material in the game as long as the rewards for group play are even better.  That way you can solo when its 4am or when you can't find a group but when you can find a group, you move on to group play for better rewards or to advance the storyline (like missions in FFXI).

    Of course there should be a natural progression of difficulty.  I think that's true of any video game.  What kind of concerns me is that, from the way it sounded from the interview, a solo player will be able to do solo-intended content, as well as the high level content that groups could do, just by changing the difficulty of a particular scenario.  It actually sounds a lot like what DDO does with their instanced dungeons, and to me, a system like that takes a lot away from the "MMO" experience, and it would definitely be a big change from the FFXI system.  I haven't played the game, and I know a lot can still change, so maybe my concern is for nothing.  I'm just saying that I hope they don't take that road.

    Ohhh, that's what you mean.  Yes, if it is like that I would not be happy.  But I don't think it will be like that and I think they said they will keep instancing to a minimum. 

    But what I thought it would mean is the guildleves (which are "quests" for all intents and purposes) would be completely different quests based on your level and grouping.

    Thus, for example, a low level soloer would be sent to kill 10 dodos and a low level group group would be told to kill 10 marlboros (a tougher enemy).  Later, a higher level soloer would be sent to a small temple to kill 3 Marlboros and a high level group would be sent into a large dungeon to kill a King Behemoth (a very tough enemy).   Very basic examples, I know, but that is what I thought it would mean. 

    In short, the type of "quest" you get is based on your level and grouping (or lack thereof).

    One thing I do hope, and I know there are some who will "boo" me for this... I hope the awards are suitable to the challenge. The group killing the tougher enemy should get an award equivalent to that, which should be - assuming the Behemoth fight is tougher than the soloer's 3 malboros at their level - better than the soloist's fight... Be it in terms of xp gained, rewards gained, etc...

    I'm still a believer that with the efforrt should come the reward. Because, let's face it, if SE gave the same reward option for both versions... everyone would just do the solo ones, thus completely undermining the point of having group versions.

    Now... if the solo and group versions were balanced out to be equally difficult, relatively speaking? Different story.

    Personally, even when I myself would never obtain a given item because the task required to do so is either "out of my reach" or simply more involved than I want to be bothered with, I'm glad such content exists.. because it means that those who *are* interested in putting in that extra time or effort have something to shoot for. And, if I ever change my mind, I have that option as well. I think that's great, personally.

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • AlbytapsAlbytaps Member Posts: 208

    Good stuff.  I'm also hoping they won't make this game solo-until-you-need-to-endgame-group style.

  • KupoKupopoKupoKupopo Member Posts: 189

    Originally posted by WSIMike

    One thing I do hope, and I know there are some who will "boo" me for this... I hope the awards are suitable to the challenge. The group killing the tougher enemy should get an award equivalent to that, which should be - assuming the Behemoth fight is tougher than the soloer's 3 malboros at their level - better than the soloist's fight... Be it in terms of xp gained, rewards gained, etc...

    I'm still a believer that with the efforrt should come the reward. Because, let's face it, if SE gave the same reward option for both versions... everyone would just do the solo ones, thus completely undermining the point of having group versions.

    Now... if the solo and group versions were balanced out to be equally difficult, relatively speaking? Different story.

    Personally, even when I myself would never obtain a given item because the task required to do so is either "out of my reach" or simply more involved than I want to be bothered with, I'm glad such content exists.. because it means that those who *are* interested in putting in that extra time or effort have something to shoot for. And, if I ever change my mind, I have that option as well. I think that's great, personally.

    Yes, I completely agree.  Soloing should be a nice option when you can't find a group or only want to play for 30 minutes at a time.  But the rewards for group play should absolutely be better in order to encourage grouping.  Personally, even if soling was equally hard (or harder) than grouping, I still think the rewards should be better for group play in order to encourage grouping.

  • spankybusspankybus Member UncommonPosts: 1,367

    If you want to group, then find a group.

     

    If you want to play Solo, go play solo.

     

    Why does one group care what the other is doing, if both have the option to play the game the way they enjoy?

    Frank 'Spankybus' Mignone
    www.spankybus.com
    -3d Artist & Compositor
    -Writer
    -Professional Amature

  • SubLimenSubLimen Member Posts: 4

    Originally posted by spankybus



    If you want to group, then find a group.

     

    If you want to play Solo, go play solo.

     

    Why does one group care what the other is doing, if both have the option to play the game the way they enjoy?

     

    On paper that sounds fine. Then you get into the reality of balancing risk versus reward and not wanting a plateau that washes out the difference between the two.

  • gauge2k3gauge2k3 Member Posts: 442

    "At the beta stage, a game is relatively complete."

     

    Don't tell this to people in other forums, MO, and star wars i'm looking at you.  They refuse to beleive beta is what you get.

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by spankybus



    If you want to group, then find a group.

     

    If you want to play Solo, go play solo.

     

    Why does one group care what the other is doing, if both have the option to play the game the way they enjoy?

    Because it doesn't work that way in practice. If you give solo content that rewards equally to group content, people are going to opt for the solo content.

    Personally, I don't care what the other side is doing... as long as there's enough incentive and content for those who want to group. What I don't like is when more and more content becomes soloable because people keep complaining and crying "unfair!" when they come up against content that - heaven forbid - requires them to group up.

    A solo fight requring a single person using their skills to their best effect, but in a battle that is manageable for a single player is a challenge and should be suitably rewarded.

    However, a fight with multiple enemies and/or tougher ones that requires the coordinated interaction and timing of a number of players at the same time, to me, is a harder challenge - it's no longer only "you" you have to be aware of - and, thus, should offer up a better reward relative to the difficulty of the fight. If one person messes up, it could mean a wipe for the entire group, so there's more at stake than if it's just an individua. There's just a lot more involved in and riding on a group taking on a difficult encounter than in an individual taking on a solo encounter, and I think it should be rewarded appropriately.

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • spankybusspankybus Member UncommonPosts: 1,367

    Originally posted by WSIMike



    Originally posted by spankybus



    If you want to group, then find a group.

     

    If you want to play Solo, go play solo.

     

    Why does one group care what the other is doing, if both have the option to play the game the way they enjoy?

    Because it doesn't work that way in practice. If you give solo content that rewards equally to group content, people are going to opt for the solo content. Then guess what, I guess all those people don't WANT to group, they are just doing it because they are MADE to.

    Personally, I don't care what the other side is doing...(If this was true, we wouldn't be having this conversation) as long as there's enough incentive and content for those who want to group. (If you ENJOY grouping, why do you need incentive?) What I don't like is when more and more content becomes soloable because people keep complaining and crying "unfair!" when they come up against content that - heaven forbid - requires them to group up. So what you are really saying is there are not enough people who enjoy playing the game the way you do, and unless these players are forced to play it your way, there aren't enough group-minded players to enjoy the game with?

    A solo fight requring a single person using their skills to their best effect, but in a battle that is manageable for a single player is a challenge and should be suitably rewarded.

    However, a fight with multiple enemies and/or tougher ones that requires the coordinated interaction and timing of a number of players at the same time, to me, is a harder challenge - it's no longer only "you" you have to be aware of - and, thus, should offer up a better reward relative to the difficulty of the fight. If one person messes up, it could mean a wipe for the entire group, so there's more at stake than if it's just an individua. There's just a lot more involved in and riding on a group taking on a difficult encounter than in an individual taking on a solo encounter, and I think it should be rewarded appropriately.

    I believe the battle for a 'solo player' should be as difficult to the solo player as the group-oriented version is to the player group. Assuming SE achieves this perfect balance (which I admit is a myth), why should the rewards be different for two equally difficult quests?

    You point on Grouping is exactly that, you point of view. Whereas you see a greater challange, I see safety in numbers. I have a healer watching my back and a tank to hide behind. For very arguement that you can make about why it's harder, I can retort as to why it is safer.

    In the end, it's your ego telling you that your way to play is better, harder, and a more enjoyable way to play. You a certainly entitled to your opinion, mate. But you want to limit my rewards because I do not agree? There is no reason, NONE,  that suggests allowing people to play a quest solo with prevent you from finding group-minded players and engaging the same content the way you enjoy.

     

    BTW, I am mostly playing devil's advocate, as I prefer grouping. FFXI marks the longest time I've ever spent in one MMo, at nearly 3 years. And for most of the time I played that game, I would have kileld to have been able to solo some stuff WHILE I WAITED AGES FOR AN AVAILABLE PARTY. I mean, it's a group-centric game and I can't find a group at my level? It's less of a problem these days, or so I am told.

    However, I do not feel I need to MAKE others play the way I prefer. Sure, when I play other games, its a bit harder to find groups, BUT I can always find people to team up with, who think like I do.  So even from personal expereince, I can only see your arguement as you feel your way is better, so you should recieve a better reward.

    Frank 'Spankybus' Mignone
    www.spankybus.com
    -3d Artist & Compositor
    -Writer
    -Professional Amature

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by spankybus



    Originally posted by WSIMike

     

    Because it doesn't work that way in practice. If you give solo content that rewards equally to group content, people are going to opt for the solo content. Then guess what, I guess all those people don't WANT to group, they are just doing it because they are MADE to.

    Not that simple either.

    Many of those people *do* want to group.

    As you say you've played FFXI, you've likely seen how there's always some "global" idea of "how you're supposed to play the game", and how that idea tends to change over time, right? One example being that if you are playing certain jobs, you're "supposed to" have specific subjobs or you're considered gimped, even though there was no precedent for it. There's a very lemming-like mentality shared by many players in FFXI who just do whatever the current "template" tells them to. It happens in other MMOs as well.

    Another example being that the Dunes is "the only place you can level up to 20", when there are other areas perfectly feasible... People wouldn't dare entertain the idea, even while they bitched about how much they hated it, because "leveling in the Dunes to 20 is how you're supposed to play".

    Well... it's very much the same in this situation. People are so caught up in getting levels as fast as possible, they do it at the complete neglect of their skill levels. Thanks to level sync - one of the 3 things I believe has changed the game for the worst - people are leveling to 75 in level 30 parties. They're campaigning to 75 so they get xp without fear of losing any if they die, etc. So then they have to go form small skillup groups just to get their skills where they're supposed to be... which is completely counter-intuitive to me... why not just level your job and your skills at the same time so you don't have to do it twice? But there you go... that's one of the current versions of "how you're supposed to play the game"... so there are many people doing just that.

    Many of those people *would* prefer normal parties and get them going when they can. Problem is... so many people are level sync'ing... doing fields of valor or doing campaign that it truly *is* difficult to get a party going, even when the right people are available.

    Soloing is deemed a "necessary evil" to more people than you migth realize in FFXI.

    Personally, I don't care what the other side is doing...(If this was true, we wouldn't be having this conversation)

    Well, perhaps if I chose to see it in as "absolute" terms as you seem to be, then we wouldn't be... but I go on to explain why I feel that way. That said... I don't care what the other side is doing.. and please don't presume to know otherwise. You don't know me.

    as long as there's enough incentive and content for those who want to group. (If you ENJOY grouping, why do you need incentive?) What I don't like is when more and more content becomes soloable because people keep complaining and crying "unfair!" when they come up against content that - heaven forbid - requires them to group up. So what you are really saying is there are not enough people who enjoy playing the game the way you do, and unless these players are forced to play it your way, there aren't enough group-minded players to enjoy the game with?

    No... what you are doing is deliberately putting my words in a context that's convenient to your point-of-view, but not consistent with mine. That's not what I'm saying at all. I think it's pretty clear what I'm getting at. If you have to put a twist on it to make an argument, then you have no real argument to make. You're simply playing semantics.

    What I was talking about, quite plainly, is that it bothers me that there are a number of *very* vocal people who aren't happy so long as there's *any* content that requires them to group up. They consider it a great injustice to be 'forced to group', yet think nothing of telling those who prefer grouping that they should just solo. See the hypocrisy there?

    A solo fight requring a single person using their skills to their best effect, but in a battle that is manageable for a single player is a challenge and should be suitably rewarded.

    However, a fight with multiple enemies and/or tougher ones that requires the coordinated interaction and timing of a number of players at the same time, to me, is a harder challenge - it's no longer only "you" you have to be aware of - and, thus, should offer up a better reward relative to the difficulty of the fight. If one person messes up, it could mean a wipe for the entire group, so there's more at stake than if it's just an individua. There's just a lot more involved in and riding on a group taking on a difficult encounter than in an individual taking on a solo encounter, and I think it should be rewarded appropriately.

    I believe the battle for a 'solo player' should be as difficult to the solo player as the group-oriented version is to the player group. Assuming SE achieves this perfect balance (which I admit is a myth), why should the rewards be different for two equally difficult quests?

    And in my opinion and experience, it's not possible to make a battle that's as challenging solo as one that would be worthwhile to a group and still be challenging. When you are fighting solo, you have only yourself to worry about. The possible threats in a given fight are restricted to the fact that you are a single player. You have no one else to communicate with, no one else to work out and execute a strategy, no one else to coordinate attacks, etc. etc. with. There's simply more dynamics involved in a group fight than there is in a solo fight. In pretty much 100% of fights I've had in a game worth mentioning, the ones I've succeeded in with a group have always been far more challenging than the ones I've done solo. And that stands whether it's been a MMO or multiplayer mode in a RPG.

    You point on Grouping is exactly that, you point of view. Whereas you see a greater challange, I see safety in numbers. I have a healer watching my back and a tank to hide behind. For very arguement that you can make about why it's harder, I can retort as to why it is safer.

    If the fight is a single boss, and that's it? Sure I can see that. But then the solo player may as well be fighting a scaled down version of it.

    But even then, your example isn't really authentic. In a typical group battle:

    - Your healer has to be on the ball, they have to make sure they're maintaining their MP well enough to keep people alive... they have to be careful not to over-heal so they're not taking hate by overdoing it.

    - Your tank has to make sure they're holding hate sufficiently,

    - Your DD's have to make sure they're doing their part... any fights that involve "external" elements where individual players have to take their focus away from the main fight require cooperation and coordination...

    - Your CC characters have to be wary of any adds or other external issues to be dealt with that could screw up the fight.

    - Each person is depending on the rest to do their task right or everything can be shot

    You simply do not have that kind of dynamic, nor that many variables to deal with in a solo fight. I maintain that, all things being equal, a well-designed group encounter is more challenging than a solo encounter. Just by the very fact that it *requires* more people to defeat means it's a more difficult fight.

    You will not see someone soloing Absolute Virtue or Pandemonium Warden (at least not so long as the cap is still 75... once it's 99? Maybe anther story if the fights aren't capped) in their current forms. It just won't happen. You *require* the cooperation of a group of people to defeat those encounters and, so, yes... the superior rewards are well deserved versus a solo encounter.

    In the end, it's your ego telling you that your way to play is better, harder, and a more enjoyable way to play. You a certainly entitled to your opinion, mate. But you want to limit my rewards because I do not agree? There is no reason, NONE,  that suggests allowing people to play a quest solo with prevent you from finding group-minded players and engaging the same content the way you enjoy

    My ego? No... it's my opinion on the matter. Keep your arm-chair psycho-analysis to yourself, okay? Just keep your comments about my points-of-view and not about me personally. Once again, you don't know me.

     

    BTW, I am mostly playing devil's advocate, as I prefer grouping. FFXI marks the longest time I've ever spent in one MMo, at nearly 3 years. And for most of the time I played that game, I would have kileld to have been able to solo some stuff WHILE I WAITED AGES FOR AN AVAILABLE PARTY. I mean, it's a group-centric game and I can't find a group at my level? It's less of a problem these days, or so I am told.

    Fair enough... Question though... You mention waiting for an available party... How many times did you take the initiative to put one together yourself? It makes a big difference many times. Ever notice how some people seemed to almost always have a party? 9 out of 10 they were putting them together themself, rather than waiting for an invite. I can speak from experience because I used to sit around waiting also and could never understand how others were always xp'ing.

    However, I do not feel I need to MAKE others play the way I prefer. Sure, when I play other games, its a bit harder to find groups, BUT I can always find people to team up with, who think like I do.  So even from personal expereince, I can only see your arguement as you feel your way is better, so you should recieve a better reward.

    See... again, you're putting words in my mouth and taking what I said out of context. I was offering my opinion on why I believe group play should be rewarded better than solo play due to the increased dynamics of taking on a more difficult challenge that requires coordination between multiple people against, possibly, multiple targets or challenges. I never said "people should play the way I prefer". I do not wish to *make* people play the way I want, and I defy you to find a single line where I say so.

    I was voicing an opinion on the group versus solo debate, nothing more.

    Stop reading more into things than what is actually there.

    And by the by... if you look back over the past few years, it's been the soloers doing most of the demanding that the games be made the way *they* want... because it's "unfair to make them group up". I've seen people arguing that raid bosses should be soloable for chrissake.

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • unbrokenunbroken Member Posts: 57

    Originally posted by spankybus

    Originally posted by WSIMike



    Originally posted by spankybus



    If you want to group, then find a group.

     

    If you want to play Solo, go play solo.

     

    Why does one group care what the other is doing, if both have the option to play the game the way they enjoy?

    Because it doesn't work that way in practice. If you give solo content that rewards equally to group content, people are going to opt for the solo content. Then guess what, I guess all those people don't WANT to group, they are just doing it because they are MADE to.

    Personally, I don't care what the other side is doing...(If this was true, we wouldn't be having this conversation) as long as there's enough incentive and content for those who want to group. (If you ENJOY grouping, why do you need incentive?) What I don't like is when more and more content becomes soloable because people keep complaining and crying "unfair!" when they come up against content that - heaven forbid - requires them to group up. So what you are really saying is there are not enough people who enjoy playing the game the way you do, and unless these players are forced to play it your way, there aren't enough group-minded players to enjoy the game with?

    A solo fight requring a single person using their skills to their best effect, but in a battle that is manageable for a single player is a challenge and should be suitably rewarded.

    However, a fight with multiple enemies and/or tougher ones that requires the coordinated interaction and timing of a number of players at the same time, to me, is a harder challenge - it's no longer only "you" you have to be aware of - and, thus, should offer up a better reward relative to the difficulty of the fight. If one person messes up, it could mean a wipe for the entire group, so there's more at stake than if it's just an individua. There's just a lot more involved in and riding on a group taking on a difficult encounter than in an individual taking on a solo encounter, and I think it should be rewarded appropriately.

    I believe the battle for a 'solo player' should be as difficult to the solo player as the group-oriented version is to the player group. Assuming SE achieves this perfect balance (which I admit is a myth), why should the rewards be different for two equally difficult quests?

    You point on Grouping is exactly that, you point of view. Whereas you see a greater challange, I see safety in numbers. I have a healer watching my back and a tank to hide behind. For very arguement that you can make about why it's harder, I can retort as to why it is safer.

    In the end, it's your ego telling you that your way to play is better, harder, and a more enjoyable way to play. You a certainly entitled to your opinion, mate. But you want to limit my rewards because I do not agree? There is no reason, NONE,  that suggests allowing people to play a quest solo with prevent you from finding group-minded players and engaging the same content the way you enjoy.

     

    BTW, I am mostly playing devil's advocate, as I prefer grouping. FFXI marks the longest time I've ever spent in one MMo, at nearly 3 years. And for most of the time I played that game, I would have kileld to have been able to solo some stuff WHILE I WAITED AGES FOR AN AVAILABLE PARTY. I mean, it's a group-centric game and I can't find a group at my level? It's less of a problem these days, or so I am told.

    However, I do not feel I need to MAKE others play the way I prefer. Sure, when I play other games, its a bit harder to find groups, BUT I can always find people to team up with, who think like I do.  So even from personal expereince, I can only see your arguement as you feel your way is better, so you should recieve a better reward.

    To me, it all comes down to the community and comradery that was a huge part of what made FFXI so much fun.  With FFXI's required grouping aspect, it forced players to be interactive and to be responsible for their actions.  In return, you got to experience parts of the game and reap rewards with others, who worked hard with you to reach those achievements.  It's really what hooked me in to MMORPGs.  Achieving something with others is just more enjoyable than doing it all on your own, and frankly, solo-intended content is usually not as challenging as group content that requires all parts of the team to work in unison.  Now, I've seen some players solo some group-intended content in FFXI (with level caps even), and it was great, but they didn't get to select a difficulty level.

    Sure, there are loners out there, who'd prefer to be left alone and just play the game they paid money for.  That's fine.  They should have a bundle of things to do.  However, when you take away required grouping, which is what you would be doing by offering the same rewards, you take away from those important elements of comradery and community.  Not to mention, you risk losing the benefit of a community that polices itself. 

    Spanky, you're absolutely right.  This is just opinion, just like 90% of the things posted on these forums, but you played FFXI for 3 years, so they must've had something that held you.  Compared to other MMORPGs that allow you to solo most things, FFXI more than holds its own.  The grouping is what set it apart, and in my opinion, FFXIV would do well to folow.

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by unbroken



    O

    To me, it all comes down to the community and comradery that was a huge part of what made FFXI so much fun.  With FFXI's required grouping aspect, it forced players to be interactive and to be responsible for their actions.  In return, you got to experience parts of the game and reap rewards with others, who worked hard with you to reach those achievements.  It's really what hooked me in to MMORPGs.  Achieving something with others is just more enjoyable than doing it all on your own, and frankly, solo-intended content is usually not as challenging as group content that requires all parts of the team to work in unison.  Now, I've seen some players solo some group-intended content in FFXI (with level caps even), and it was great, but they didn't get to select a difficulty level.

    Sure, there are loners out there, who'd prefer to be left alone and just play the game they paid money for.  That's fine.  They should have a bundle of things to do.  However, when you take away required grouping, which is what you would be doing by offering the same rewards, you take away from those important elements of comradery and community.  Not to mention, you risk losing the benefit of a community that polices itself. 

    Spanky, you're absolutely right.  This is just opinion, just like 90% of the things posted on these forums, but you played FFXI for 3 years, so they must've had something that held you.  Compared to other MMORPGs that allow you to solo most things, FFXI more than holds its own.  The grouping is what set it apart, and in my opinion, FFXIV would do well to folow.

    I agree completely with that, too.

    Two MMOs I've seen the most involved community in, where people knew you by name - for better or worse - and your reputation meant something is FFXI and Lineage 2.... both MMOs where grouping is a necessity in many cases.. though for different reasons.

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

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