
(09-04-2015, 12:32 PM)LiadansWhisper Wrote:(09-03-2015, 06:20 PM)Caspar Wrote: Sohm Al is not hard per se, but the boss is tricky until you recognize the small circle that appears right before chaos blast. I think it is not so difficult people leave without attempting it like Pharos.
I'm not saying it is. Â I'm just saying that there's a limit on how hard they can make a random dungeon and avoid a large number of groups having issues. Â Even then, you may still have issues because you get a player who just doesn't understand how to play.
In my view, this hearkens right back to that gating issue we keep circling around. In short, if a dungeon is hard, but isn't required for advancing into other, unrelated things to do, then no problem. If a dungeon is hard, and locks story/main/unrelated/exploration content behind, then the problem arises.
It's why many people still cringe at getting Aurum Vale in the DF. Do most people know how to do it? Sure. Do we WANT to? Well, I sure as #$@%# don't. I still kind of resent that the game literally locks HOUSING behind that dungeon, since housing requires one to make max level in one's Grand Company, and there are not one, but TWO quests for Grand Companies that say, no Aurum Vale, no GC promotion, no housing for you.
It's one thing to require completing dungeons to be allowed to do more challenging raids - those things require the same skillsets to be done well with others. But... Housing?
Now, I'd concur that there's an issue for people wanting to do dungeons but being incapable of following basic directions, though; that messes things up for everyone. But this is part and parcel of FFXIV's mechanism for recycling content as long as possible. If a veteran player wants this or that reward/token, he or she may have to volunteer to do old stuff, and this requirement keeps newer players able to find parties and progress through required content - that's what the Duty Finder is designed to do. It's frankly a great way of making sure that it remains possible for people to progress/build new characters/classes, true, but it's set up so that said veterans can't even pick a single dungeon and say, "I hate that @#$@$#: I'll do any dungeon but that one."
So, we can blame players for being incompetent when they are, for better or for worse, but we're also looking at the very core design that SE has created with this game, which basically puts existing players in service to newer ones, to help them get through required content so that SE doesn't have to do so much work WITH that old content, nor have to come up with more palatable content for older areas.
We aren't just players for ourselves, the game says - we're in service to each other and saving work for the devs. That may be outside of the scope of this thread, though, to really discuss.
"But in the laugh there was another voice. A clearer laugh, an ironic laugh. A laugh which laughs because it chooses not to weep."
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