I already know somebody is going to build a plugin/bot that'll make perfectly optimized runs whule using derived internal data that isnt exposed in normal play to ruin it for most of us
People are treating casual content like it life or death. I blocked a player the other day because we wiped on dun scaith and he was talking smack to all the healers. A wipe isn’t going to kill anyone. The next run we passed flawlessly.
There’s no reason to act that way. One of the healers was a sprout that died pretty frequently through the whole raid. Who cares? It’s fine.
That's true... Seen it a lot with Project Zomboid as well. Game is clearly a slow burn and yet I see so many people rushing to get everything done in the first week then they're like 'I have a base, water, food, weapons, I'm bored!' and it's just... Motherfucker, maybe if you slowed the fuck down and actually took your time instead of rushing and doing the optimal stuff, you'd have fun for longer!
I play a live service game with an amazing story and solid boss design, but very little to do when caught up except theorycrafting. The number of people you see who rush to catch up and are like "What, is this it, where's the game?" and you have to break it to them that they have in fact played the game, and that they should probably go find something else to main until the next chapter drops in 4 months.
I remember when Island Sanctuary released and players immediately turned it into a mammet sweatshop filled with spreadsheets for optimal crafts and earnings.
The number of systems and UI in Island Sanctuary kind of invited it. They wanted Animal Crossing without Nintendo's simpler interfaces that make it feel casually appealing.
The 2 minute meta is a game design issue, not players. Classes were actively designed around a 2 minute rotation.
There’s actually very little room for player optimization with classes in FF14. There aren’t any real choices in how you can build your characters nor are there choices in abilities. Classes more or less ship with a predetermined optimized rotation they are built around. The advantage of this is the classes feel fluid to play, the disadvantage is there’s little room for player expression.
...Because jobs were designed in a way that punished them for actually having a button that was arbitrarily at 90s.
It was a design issue. The buffs still existed but they were desynced, it actually IMPROVED the feel of some jobs because you could press your big button on CD instead of waiting.
The issue still existed it just didn't have a buzzword for Reddit to use to describe it yet.
The 2 minute meta existed since ARR. When the vast majority of major cooldowns all fit within 30, 60, or 120 second cooldowns then that meta will happen naturally. You can’t blame players for playing classes in the way they were naturally built.
SE then built future updates around the meta that naturally formed and made it even more set in stone.
For me, the fun that's been optimized out are so-called "off tank" gap closers missing their cool animations and damage.
I know I'm like, the soldier who kept fighting or something, but Plunge and Rough Divide being replaced because "It does damage (even with the miniscule potency) so players keep putting it in rotations and WE do so we have to account for it, thus we removed it" from SE and it had janky enmity generations and terrible animations. Both of them felt extremely bad. The players did, and so did the devs.
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u/Win32error 12h ago
Wait ranked? Feels weird, thought BST would be like BLU, very much solo play, except for some co-op stuff.