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Difficulty in FFXI - a retrospective
Bismarck.Demetor
Serveur: Bismarck
Game: FFXI
Posts: 33
By Bismarck.Demetor 2023-01-03 12:47:35
I think the disconnect with Odyssey is a combination of gear creep and third party assistance.
More people are using increasingly higher quality third party tools, and even those strictly playing vanilla are probably highly benefiting from people who leverage Windower et al. Additionally devs have made us too strong. Better players used to be able to navigate the survival vs. damage dealing spectrum in their gear choices and could highly benefit a group doing so, now there's almost no need as top-end DPS/Idle choices come plastered with DT and MEVA via Gaol and Emp +2/+3 and of course Malignance preceding those.
This is why the design has to get touted as "bad", we've basically pushed developers into a corner where they need to overly limit us or hit us with one shots to even have a chance of us failing. It's our fault to some extent, but having worked to gear up and play properly only to have something one-shot you "just because" still feels bad. I say this as someone who isn't overly harsh of Odyssey, because I think the reward:effort ratio is decent, there's just a level of finicky-ness that isn't really present elsewhere in my opinion. Everything else prior as long as the strategy was known and executed well (with honestly a decent margin for error), you won.
I think pre-ilvl Delve was the most appropriate "difficult" content in recent history. Mechanics were easy enough to understand but still required some thought in group construction. While stunning was a normal "cheesy" way to avoid final boss difficulties, it had the benefit of being released at a time when automating that was more frowned upon (though plenty of groups frustrated with failing would look the other way I'm sure). You could also just use relic RNG on all of them, which again thanks to the time period weren't always a dime-a-dozen. Not everyone would have access to the boss' weapons without mercs of course, but normal plasm weapons were plenty good when taken to max rank and still worlds above anything pre-Adoulin which you could get via simple fodder farm groups so I don't see exclusion as an issue really.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2023-01-03 12:53:19
we've basically pushed developers into a corner where they need to overly limit us or hit us with one shots to even have a chance of us failing
We haven't done anything like that, this is 100% the developers fault. They create these bosses with ridiculous stats and moves, then we respond, then they create even shittier bosses, then we respond. There was a huge outcry back during early Voidwatch days with them making the bosses way too insane, it was fanatics or die.
They actually agreed and toned it down, now only the primary target of an AoE is hit with full effect while secondary targets can resist it easier. Years later, they seem to have forgotten about that discussion and have gone back to "make moar insane ***".
We used to joke that the next boss would have a TP move that's additional effect would disconnect the players or delete their accounts.
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Bismarck.Demetor
Serveur: Bismarck
Game: FFXI
Posts: 33
By Bismarck.Demetor 2023-01-03 13:24:01
The player-base absolutely shares the blame. Well-meaning or not, the average player taking part in end-game content is "playing" better over time strictly as a result of addons.
This isn't to defend developers either, they could certainly stand to be more clever and the company could try to put decent resources into development, but all our third party stuff has clearly pushed the limits of what can be put in this game.
Mob has dangerous move based on distance? Needs/can be stunned? Needs a specific set? React. Knockback? Anchor (fortunately still frowned in some circles but clearly it's use has become more common place). All while GearSwap makes sure every action is taken in an optimal set from start to finish. Then there's AutoWS-ing, buffer/rebuffers, Auto-Meds, full WHM bots, etc. Again I suspect a lot of people still don't use these, but there's plenty who do because it's included in a GearSwap file or they heard about it from a friend.
I'm not saying any of these things are necessarily evil in a vacuum and everyone needs to play vanilla, just that we have a lot of tools for dealing with the dev's normal bag of tricks at this point and that puts pressure on them when trying to make something difficult. Even something simple like the Lamia or Meeble Ambuscades get automated away instantly by a large portion of players even though you have plenty of time to cast manually and can even afford to miss a few; and once the initial use is justified people probably don't stop using it for everything.
Asura.Eiryl
Serveur: Asura
Game: FFXI
By Asura.Eiryl 2023-01-03 13:34:49
That's just the normal evolution of everything.
Two opposing forces adapting and oneupping forever.
If there was no horseshit there'd be no addons. There are so many addons there "must" be horseshit.
(But spoiler, there would be addons regardless of the horseshittery, the horseshittery just speeds it up)
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Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2023-01-03 13:51:30
The player-base absolutely shares the blame.
Absolutely not, zero blame on the players. Players do not have access to source code, do not design content, do not design gear, do not plan battles and do not have a say in budgets or design goals.
The players receive the content, effectively as a black box, then attempt to figure out how to approach the content and then get the cheese from inside of the mousetrap. You absolutely can not blame the rats for figuring out how the get the cheese you put in there in the first place. That line of thinking has a maximum effective range of zero.
The failure is the devs not having a unified picture of what play should look like and how we should approach content. Instead just they throw numbers at the wall and then pass it out as content, thinking "the players will figure it out". The 10s weapon skill wall being a bug is a perfect example of this. How many other content related "bugs" like this are present, how many player strategies have been built to circumvent these bugs that we thing are actually mechanics.
Asura.Eiryl
Serveur: Asura
Game: FFXI
By Asura.Eiryl 2023-01-03 13:54:03
What saevel is saying incorrectly is that the players can only respond. Devs are supposed to fix.
That's a take, sure. The wrong take, but a take.
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Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2558
By Carbuncle.Maletaru 2023-01-03 15:02:22
The failure is the devs not having a unified picture of what play should look like and how we should approach content.
So let me get this straight, you want them to design content so there's only one way to win it? The devs have never said "we had no idea how you were going to beat this, we just threw darts and the wall and hoped it was killable." They said things akin to "You cleared it using strategies we didn't see coming"
Which in my opinion shows the strength of the game, not the weakness. The job flexibility and amount of different gear, JAs, spells, and 1hrs, means that there are many viable strategies for most content. This is a good thing and is unbelievably difficult to achieve, and the idea that so many people throw out that SE has no game design and just wanders blindly into balance has a maximum effective range of zero.
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Bismarck.Demetor
Serveur: Bismarck
Game: FFXI
Posts: 33
By Bismarck.Demetor 2023-01-03 15:15:58
Carbuncle.Maletaru said: »They said things akin to "You cleared it using strategies we didn't see coming"
Yeah, they literally just said that with Mboze and I think that's completely reasonable. We didn't do anything wrong and I don't think they really care (though they may take steps in future to pigeon hole us as a result on certain content).
My only argument is that when we are forced to interact with mechanics and we make them trivial with third party tools, they have to get more creative. Like gaze moves, even the lowest end players will throw in react and respond to them perfectly every time so they can no longer use that as an efficient means of increasing difficulty. We've raised the bar but still want hard content, and when they resort to *** we feel its justified to continue automating it away because its ***. Continue ad infinitum like Eiryl said. Can't feign innocence for the playerbase as a whole in these cases.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2023-01-03 15:23:32
Carbuncle.Maletaru said: »The devs have never said "we had no idea how you were going to beat this, we just threw darts and the wall and hoped it was killable."
And yet time after time that is exactly what they do.
We aren't creatively beating the content, we are finding ways to circumvent the content. Fight has mechanic A, B and C, we routinely find a way to simply not do A, B or C.
Having worked directly with game devs (different MMORPG), I can say this is entirely down to the devs designing entirely in a vacuum without a bigger picture involved. And when I say directly I mean we're all on the same discord server discussing preview 1/2/3 of the content on the beta test server. Frequently they make something, we play through it and report back the bugs / inconsistencies / results, they review, adjust and repeat this process. There have been many times where the dev would say "we built content X" and we would reply "well mechanic Y doesn't support that content", they would then answer "oh your right, let us adjust this a bit".
And unified picture doesn't mean "way to play", it means having a framework and structure in place to ensure that each content has a theme and approach that is supported by existing game mechanics and communicates it's own mechanics to the player.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2558
By Carbuncle.Maletaru 2023-01-03 15:24:43
I know you're just reflecting the sentiment of the player base, but I really take serious umbrage with the community deciding on a whim that mechanics are "***" and they can just automate them away because they don't like them.
Anchor and React are total *** in my opinion, people are actively choosing to bypass the mechanics of the game to make it easier, and are justifying it by saying they don't like the mechanics or they're unfair/unfun. Sorry, if you don't think Spinys in SMB should hurt you when you jump on them because Mario is supposed to jump on enemies, it's still cheating if you use a game genie to change the code to remove that mechanic, no matter how much you dislike it.
Serveur: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2023-01-03 15:30:54
Carbuncle.Maletaru said: »The ACTUAL difficult content in 75 era were things like: Dynamis Lord, Odin, Jailer of Love, Kirin, KB, Salvage. When you look at fights like these an important distinction comes out as well: they actually had mechanics and were not cleared by PUGs.
I'd argue the actual difficult content at lv75 wasn't even instances of specific content but the logistical challenge that came with most if not all of the content of that day. Much of which was walled off to most people not by difficulty but by tons of gruntwork. Something like KS99 was hard only insofar that if you wiped you were absolutely *** in terms of how much time you just wasted farming.
Getting people all the way out to something like Wyrmking Descends, organizing Dynamis parties, taking 870,000 ZNM pictures, hoping when Sandworm decides to pop @4AM local time that people are online to do it were the real impediments to completing content. Basically a test of how much someone could no-life the game. A special *** you to whoever thought sliding down Uleguerand Range to enter a BCNM was legit.
Salvage and Nyzul (among others) made inroads to actually allow people to do endgame content and in turn more people completed the content. Or got jackshit from Poroggo Madame. ¯\_(ツ)_/¯
The reason most people lament Abyssea is once that content dropped the accessibility showed how much of 75era XI was spinning wheels waiting for something to pop.
Bismarck.Nickeny
Serveur: Bismarck
Game: FFXI
Posts: 2225
By Bismarck.Nickeny 2023-01-03 15:50:20
FFXI has always been easy (AV was hard because of ping)
If you ever thought ffxi was hard... It's because you gave up. (lolgitgud)
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2023-01-03 15:51:10
Carbuncle.Maletaru said: »I know you're just reflecting the sentiment of the player base, but I really take serious umbrage with the community deciding on a whim that mechanics are "***" and they can just automate them away because they don't like them.
Anchor and React are total *** in my opinion, people are actively choosing to bypass the mechanics of the game to make it easier, and are justifying it by saying they don't like the mechanics or they're unfair/unfun. Sorry, if you don't think Spinys in SMB should hurt you when you jump on them because Mario is supposed to jump on enemies, it's still cheating if you use a game genie to change the code to remove that mechanic, no matter how much you dislike it.
You can not blame rats for finding the best way to get the cheese out of the mouse trap.
The devs built the mouse trap with a 50 meter long, 10 meter deep moat full of sharks with laser beams. They built a bridge that would appear and disappear at random intervals at random locations. Then manned the bridge with machine guns and even put an unobtanium clad ED-209 to guard it. Taking one look at that, the rats decide their best approach is to use a glider off the nearby mountain to get the cheese.
Whomever designed that BME pain olympics inspired death trap should of been fired, and the content reevaluated to not require the rats to paraglide.
What we are seeing here is the law of unintended consequences. The devs design a death trap with the intention of us gouging out our eyeballs and cutting off our own nuts to get the cheese. They didn't build a winning mechanic because they want us to experience a scene out of Hell Raiser. The players, not wanting to become a cenobite, instead devise their own contraption as a consequence of the dev's poor decisions.
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Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2023-01-03 15:58:46
Here is a visual depiction for those who still insist of blaming the players for FFXI dev's jumping the shark and going full sadistic.
YouTube Video Placeholder
Carbuncle.Nynja
Serveur: Carbuncle
Game: FFXI
Posts: 3917
By Carbuncle.Nynja 2023-01-03 16:29:18
Lakshmi.Sparthosx said: »A special *** you to whoever thought sliding down Uleguerand Range to enter a BCNM was legit. SE: Why do people cheat at our game by using stuff like POS hacks??
Also SE: Haha you fell into the wrong hole, enjoy wasting another 20 minutes running back up the mountain with truesight mobs all over the place.
Siren.Bruno
Serveur: Siren
Game: FFXI
Posts: 398
By Siren.Bruno 2023-01-03 16:36:09
the truly elite don’t need invisible
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2023-01-03 16:38:30
Lakshmi.Sparthosx said: »A special *** you to whoever thought sliding down Uleguerand Range to enter a BCNM was legit. SE: Why do people cheat at our game by using stuff like POS hacks??
Also SE: Haha you fell into the wrong hole, enjoy wasting another 20 minutes running back up the mountain with truesight mobs all over the place.
Oh no, your soo wrong you terrible cheater. I, as the self appointed representative of the Legitimate Player Collective™ , hereby order you to enjoy wasting that 20 miniutes trudging back up the slope. It is the only Legitimate™ way to play the game.
Bismarck.Demetor
Serveur: Bismarck
Game: FFXI
Posts: 33
By Bismarck.Demetor 2023-01-03 16:40:38
Something like Omen had alright mechanics that anyone with half a brain cell could respond to, I bet that didn't stop a large portion of people from React-ing Pain Sync, Kin, etc. because they couldn't be bothered. Lamia/Meeble again, incredibly easy (albeit boring) and allows for multiple errors, you see React tables posted every time they come around like its nothing. The playerbase got comfortable with a lot of cheating out of sheer laziness long before devs "jumped the shark".
Even with all the belly aching over Odyssey, nearly all V25 A3 have had their first clears within a month (even if the fights themselves are finicky, bullshitty, unfun, whatever you want to call it). I suspect Bumba will follow in the next month, and that's without people even putting serious effort into trying feasible 2 or 3 phone strategies which could make it much more manageable and open to less-than-perfect groups. Maybe recent history says that's long for FFXI but its really peanuts for what it supposed to be the hardest thing in a game. Not calling it well designed, just shows we're so over-tuned that even with all the *** it barely even slows the best players down.
Carbuncle.Nynja
Serveur: Carbuncle
Game: FFXI
Posts: 3917
By Carbuncle.Nynja 2023-01-03 16:45:45
And yet, despite AI based perfect turning (rather, as perfect as potentially possible), you can still eat a 3k pain sync because of NA latency and a triple dmg / triple attack / quad attack proc.
Also react doesnt work on Kin properly.
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By Nariont 2023-01-03 16:50:53
It's already been said but beyond just getting the group together, especially for spawn window type NMs like kings or SW/ixion, the "hardest" thing this game throws is things with a short reaction window due to the awful delay some connections can have, and those have just gotten more strict/require quicker reaction as times gone on while the delay's remained the same, which doesnt really make for a hard fight, just frustrating.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2023-01-03 17:09:01
IDK RNG difficulty is kinda been SE's thing lately, fights can go easy or hard depending entirely which SP's, Aura's used, random buffs the boss dispels or just the boss saying "*** you I win".
By Serjero 2023-01-03 17:32:37
This game has never been about twitch based clutch execution. The lag and delay is way too bad for that to ever be the case so when things like that appear, people are going to automate, if for no other reason because this game isn't anywhere close to being designed for that kind of fast paced combat.
When it comes to difficulty the V25s don't even sound all that difficult it sounds more like praying to RNGesus for the stars to align. Hoping the bad TP move doesn't go off, hoping to get a good roll on WC, hoping the aura doesn't suck. When they add as much RNG to these fights as they have though, it's hard to really accept anything else because there's so much outside the players control that it doesn't matter.
The fact you can't do anything about the auras is stupid, the fact that you pretty much just have to accept the tank is going to get stripped of buffs constantly is stupid. The fact you have to hope the adds don't use one of five bad TP moves at the wrong time is stupid. If there were more consistent strategies to follow the hoops of the mechanics SE laid out players would do it. We did it for VW and Aby with the proc system, and again in Vagary. We generally do it to remove NM aura in Ody. We are setting up for damage types for the fights in which they restricted them. But then they still feel the need to add an entire layer of awful RNG on top of it.
Players will do mechanics and fights properly if you give them enough of a bone and an idea to work with. But when you obfuscate and put a bunch of shitty mechanics into your fights nobody is going to bother to try and decipher them when there's an option to brute force instead. Of course if there is some serious oversight on something players will also exploit the hell out of stuff like SMN burns, SE + Kclub DRK zergs, Death MB volleys, etc...
Phoenix.Iocus
Serveur: Phoenix
Game: FFXI
Posts: 1526
By Phoenix.Iocus 2023-01-03 19:29:24
React and Anchor are cheating. Pay your monthly subs you dirty cheaters. Cheaters and non-cheaters both pay monthly subs and thus deserve to be treated exactly the same. When you make cheesy ambu content and ask people to pick between the shitty option of doing dumb mechanics with 5 other people or the slightly less shitty option, they are logically going to pick what's better for them. You can't be angry at the players for paying a monthly to have fun and do what is more fun for them.
Next people are going to say they're angry at people min/maxing characters in DnD because it breaks the spirit of the game. Get better at freestyling DMs, looks like your idiot party didn't follow your quest. Same ***with this game, Devs do a better job at creating, balancing, and incentivizing content. YOU HAVEN'T EVEN TRIED TO ADDRESS SAVAGE BLADE, YOU LAZY JERKS. (prays to RNGesus for interesting Prime Weapons.)
I'd be more sympathetic to Devs if they made most of the accessibility that non-exploit 3rd party tools provide, but they didn't. The community propped them up and shaped the game play experience. The least they could do is make content that isn't a complete reactionary knee jerk or test their own content. But hey, they got to 20 so they must have done something right.
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Serveur: Asura
Game: FFXI
Posts: 142
By Asura.Neojuggernautx 2023-01-03 19:46:25
I hold to this day that when Delve was around before the advent of ilvl, this was most challenging (not impossibly difficult) content since I’ve played (from 2006 to now). There was no party size scaling, you needed strong DDs from previous 99 content, you needed items from delve lesser NMs to increase your odds at the greater NMs. When we beat our first Tojil, everything went according to the plan. Stunners stunned the necessary moves, healers were on point, DDs were staying alive while still progressing down the HP so as stunners wouldn’t start getting resisted. Any missed stun, slow cure, or weak DPS could cost the run. That’s when the fate of a win or loss is in the player’s hands, not RNG, not *** you moves, not untargetable fetters. To me, that is a challenge and a good test of skill, strategy, and coordination.
Serveur: Asura
Game: FFXI
Posts: 441
By Asura.Dexprozius 2023-01-03 20:48:06
Devs do a better job at creating, balancing, and incentivizing content. YOU HAVEN'T EVEN TRIED TO ADDRESS SAVAGE BLADE, YOU LAZY JERKS. (prays to RNGesus for interesting Prime Weapons.)
I'd argue this is not the case at all. Just look at the 2 newest pieces of endgame content. Both have a "WS Wall", and even post patch while its not outright impossible to use anymore, its still not viable to spam savage, and its use its extremely limited, even on Slashing weak foes like Kalunga.
How is that not them trying to address WS Spam in general, in which Savage is generally the main culprit? Sounds to me like they're diversifying how one can tackle a challenge, and leaning into more mage centered strategies at least.
Asura.Eiryl
Serveur: Asura
Game: FFXI
By Asura.Eiryl 2023-01-03 20:51:25
Because they're redesigning the entire game mechanics every time they make something new instead of just fixing the issue unilaterally.
The bassackwardsest way possible, which really does track.
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Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2023-01-03 20:56:09
Asura.Neojuggernautx said: »I hold to this day that when Delve was around before the advent of ilvl, this was most challenging (not impossibly difficult) content since I’ve played (from 2006 to now). There was no party size scaling, you needed strong DDs from previous 99 content, you needed items from delve lesser NMs to increase your odds at the greater NMs. When we beat our first Tojil, everything went according to the plan. Stunners stunned the necessary moves, healers were on point, DDs were staying alive while still progressing down the HP so as stunners wouldn’t start getting resisted. Any missed stun, slow cure, or weak DPS could cost the run. That’s when the fate of a win or loss is in the player’s hands, not RNG, not *** you moves, not untargetable fetters. To me, that is a challenge and a good test of skill, strategy, and coordination.
This is so true, delve really was the last alliance content which was 100% skill based, no RNGJesus to pray to. Every aspect of that run, from the clearing of the minibosses all the way to the zone boss was about skill and team work. We had a nice long time period, none of this stupid ultra short "mega buff and win or die in a few minutes" crap. Omen was also pretty skill focused once you could bring more then six. It was a run through floors having to do various objectives then fight both a miniboss and a zone boss, all with different mechanics that weren't "pray you don't get screwed".
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Leviathan.Kroot
Serveur: Leviathan
Game: FFXI
Posts: 3
By Leviathan.Kroot 2023-01-03 22:08:45
The view of what is difficult is much different depending on what job you are playing. Being a healer/tank in 75 era was harder than being a DD. The game revolved around mp management for hard content. For stuff like PW and AV it was a nightmare of sneaking in one tick at a safe enough time. For sea and sky etc it was still difficult for people who didn’t have g horn and great tank.
Now with 10+ min buffs, whm pants, blm body, triple ballads, convert dmg to mp gear, and parry gloves, mp is rarely an issue. This makes the core thing of staying alive easier than in 75 era. The mechanics can still get you but the attrition battle of slowly getting to zero mp is mostly gone.
I haven’t done harder Odyssea stuff but never resting turned healing into a bot job rather than something that requires much decision making.
By Draylo 2023-01-03 22:19:44
The fact that the majority of multi boxers arent soloing or even attempting odyssey just says enough. The amount of busy work for each job makes it harder for *most* to reliably multi box, I think thats a pretty big win for difficulty. Since Abyssea people have been multi boxing content with all kinds of addons, so I really dont see that as an argument to be had.
Stuff like AW and PW were literally made to be unbeatable. When SE saw the methods people used to beat them, they swiftly nerfed them. The scholars that were testing modus veritas? Nerfed (still to this day is.) KC zergs? pinning tactics? Nothing was good for SE. They literally had to put a timer on it because of media outrage. Those aren't reliable for difficulty discussions in my opinion.
The rest of the content was not hard, especially towards the end of the 75 era when we had everything mostly figured out.
Asura.Neojuggernautx said: »I hold to this day that when Delve was around before the advent of ilvl, this was most challenging (not impossibly difficult) content since I’ve played (from 2006 to now). There was no party size scaling, you needed strong DDs from previous 99 content, you needed items from delve lesser NMs to increase your odds at the greater NMs. When we beat our first Tojil, everything went according to the plan. Stunners stunned the necessary moves, healers were on point, DDs were staying alive while still progressing down the HP so as stunners wouldn’t start getting resisted. Any missed stun, slow cure, or weak DPS could cost the run. That’s when the fate of a win or loss is in the player’s hands, not RNG, not *** you moves, not untargetable fetters. To me, that is a challenge and a good test of skill, strategy, and coordination.
This is so true, delve really was the last alliance content which was 100% skill based, no RNGJesus to pray to. Every aspect of that run, from the clearing of the minibosses all the way to the zone boss was about skill and team work. We had a nice long time period, none of this stupid ultra short "mega buff and win or die in a few minutes" crap. Omen was also pretty skill focused once you could bring more then six. It was a run through floors having to do various objectives then fight both a miniboss and a zone boss, all with different mechanics that weren't "pray you don't get screwed".
I honestly can't believe they think anything from 75 era was to be compared to Delve. I will say, it isn't 100% skill based. Even back then the key strategy was stunning, that could literally end your run if you got *** on latency. So def had some RNG in there. I really miss Delve so much, I personally think it was my favorite era in the game.
Bit early maybe, but I'd like to read more opinions on other old time FFXI players concerning content difficulty in FFXI.
First of all a premise, what is "difficulty"?
I don't think there is an unambiguous way to define it, it's subject to context, personal opinions and scenarios.
Ultimately the most efficient way to measure it would be by amount of players completing a specific content in a window of time post release. A smaller number of players completing a content X weeks after release, would hint at that content being more "difficult" than others. With the uningnorable key aspect that it's hard to measure it since there is no official, open and transparent list (like in WoW for instance) and we only get approximate values from boards like FFXIAH, where only a small part of the overall player base participate in discussions, hence this can lead to biased perceptions.
Also right now we have a much smaller player base compared to several years ago, this skews the results because there are less overall attempts at a specific content, at the same time on average the player-base still playing these days is likely more proficient at the game than the average level we had several years ago.
The amount of different tools in the players' hands and how widespread they are compared to several years ago, also affects the result.
From the developers' point of view
"Balancing" the difficulty of content for Devs is much higher when you have too many variables at play.
This is exactly the reason why over the years most MMOs, following WoW's model, tried to standardize these variables.
With less and less of them at play, it's easier for Devs to "control" the environment and hence create a more predictable one where the difficulty isn't too hard or too easy according to those variables.
WoW started this progressively with several steps bit by bit. The most important one has been the "homogeneization" approach started in patch 3.0 (WotLK), followed by 4.0 (Cataclysm).
In FFXI the definition of "roles" according to the trinity system is more bland. This is made furtherly complex by the fact you can customize role/purpose by combining different subjobs, by variable number of players participating in the content (3-18) and by the fact that there's a plethora of different support buffs, most of which can be combined together because they don't share the same slot.
This makes it incredibly hard for devs to "balance" content because players have too much freedom and what can be borderline impossible with some setups, becomes a joke with some combinations (synergy) of specific jobs/buffs.
Lately SE tried its own way to "standardize" things without completely changing the game approach like WoW did.
They did this by creating limitations (6 people content, no subjob, WS wall), immunities (targets immune to several abilities/spells/effects) and "fuck you" mechanics (instant death, unresistable full dispel, AoE weakened status, targets ignoring enmity rules, systems that require a specific proc with that proc getting progressively harder to activate each following time) and much higher HP pools of targets (making zergs with buff-stacking and short duration invincibility things like Perfect Defense, uneffective, especially in environment where content is fixed for 6 people and not variable).
All of these features together greatly limitate the excessive freedom in the hands of players, making content somewhat more "equally difficult" instead than being excessively difficult with some setups, but easy with some others.
A Retrospective of end-game content difficulty
Here's my personal take on some end-game content I can think of
Abyssea Difficulty increased with each release, but ultimately it wasn't too high thanks to the extreme power granted by zone buffs, atmas, proc system and last but not least Primeval Brew. Once you unlocked all the "good" stuff, it wasn't really a big deal. Also you had the freedom granted by being allowed to bring up to 18 people. Same old FFXI situation with some stuff being very hard with most setups, but extremely easy with multiple specific setups. Also things progressively became easier and easier as you unlocked stuff (KIs, Atmas, Buffs, last but not least increased level cap)
Voidwatch Situation similar to Abyssea but with less "power creep" because it was already level 99 content and Atmacites/Buffs were less powerful than in Abyssea. The hardest fights in Voidwatch were tough and hardly farmable by anyone, but still doable once you unlocked the right stuff and used one of the multiple available "easy" setups.
Legion No Atmacites, no zone buffs, the addition of (back then) new zone enmity rules, several fuck-up moves but you had the "freedom" of bringing up to 18 people. Content was very, very difficult but if amount of support jobs with necessary gear and amount of addons (react etc) were as widespread as they are today, content would've been perceived as easier. Still, much harder than the others listed so far.
Delve Difficult content requiring the activation of specific gimmicks (granted by specific setups) on most of the NMs involved. Doing all 6 bosses in the same run was challenging at start, especially because of the lack of gear options due to the transition to ilevel paradygm. You still had the freedom granted by up to 18 people and had mostly to rely on stunning the dangerous moves. Difficult, interesting and "fair" content. Arguably full-runs granted too many points compared to the non-complete runs and with the amount of gear options we have nowadays, it would've been trivial.
Incursion Hard because of the uncommon (back then) zone enmity rules, the amount of AoE moves and frequent dispels, in addition to very dangerous moves from some NMs. Difficulty was potentially very high at the maximum level, but you didn't really have all that need to farm the content at the max difficulty level, it was unefficient and unnecessary (as a matter of fact, only a couple of groups managed to, back then)
Vagary Content was unfriendly for melee, which is one of the reason why mage setups were so favoured. Several fuck-up moves but there were multiple ways of dealing with them, in addition to the freedom granted by the up to 18 people. Easily farmable once the pop conditions were found out.
Aeonic (Zi'tah, Ru'aun, Reisen highest tier battles) The hardest fights were quite challenging, notably WoC, Kiryu and the 7 Reisen bosses. That's before the SMN burns became widespread. Ultimately power creep (from Job Points first, then gear) made the content progressively easier but at start it was quite tough. Despite being able to bring up to 18 people the HP scaling of bosses arguably made killing with 6-8 people easier than bringing 18
Omen Content was tough when you could only bring 6 people. Being able to bring 18, the tweaks to some moves of the minibosses and ultimately the power creep from gear/job points made the content quite easy and accessible
Master Trials These were quite tough, especially but not only for the 6 people limitation. The entry cost and cosmetic-only rewards didn't make it that popular for a lot of players, at the same time though you didn't feel like you were missing out a lot by deciding to skip it (sigh). Ultimately made easier thanks to the power creep (Job Points, Gear)
Divergence Dynamis The biggest enemy in here was lag and the amount of packet loss :-P Jokes aside this content was somewhat challenging at start, so many things could go wrong even simply with a series of bad pulls with too many statues with the wrong eyes at the worst moment. You still had a lot of freedom with the up to 18 people allowed in. I feel this content made it easier for larger groups than smaller ones. Some W2 bosses were arguably tough, Wave 3 had very steep requirements at start in terms of Accuracy needed, there were less valid options for DT/Hybrid sets for most jobs. W3 bosses presented some challenges but also gave you the option to make the fight easier by killing all Fetters. While ultimately made much easier thanks to the huge amount of new gear available (and now master levels) I'd say this can still be somewhat challenging for small groups
Odyssey Sheol-Gaol The highest tier of this content is quite difficult, to the point some things not only haven't been beated yet, weeks after release (which is something I'd say unusual, given FFXI's history over the last few years) but some haven't even being attempted yet.
The content creates a more "controllable" environment by limitating the amount of players who can participate, disabling the freedom granted by subjobs and gating the content behind a currency used to attempt the fights (segments), which you can only gain in limited amounts, once per day.
There are incredibly high incentives to tackle this content on the highest difficulty, to unlock augments cap and to efficiently farm the high amount of points required.
The several limitations in setups required for each fight, entry fees, difficulty unlock and multiple "fuck off" mechanics give these fights little space for error and leave maybe too much in the hands of random things that the players cannot control in any way.
My personal take is that, thanks to the extremely controlled environment Odyssey Sheol Gaol is so far the "most difficult" content for FFXI.
They succeeded in making the hardest version of the content "desirable".
They succeeded in limitating the huge amount of freedom/synergy in the hands of players, hence creating content that's more averagely/regularly difficult, instead that the classic Black or White FFXI situation (where a content is extremely hard with most setups, but somewhat easy with a few others).
They succeded in creating this extremely controlled environment, without completely changing the core of the game (like WoW, for instance).
They failed in making, in my humble opinion, the content a bit too unaccessible (too many requirements, too many punishments, too many random/uncontrollable things).
I'm glad they managed to reach these goals.
I hope over the next few years the content will be progressively made more accessible for everyone but I don't see how they can do it given how there are no Job adjustments plans, ML is capped at 50 (and quite hard to reach) etc.
We'll see!
All things said, despite me whining a lot for all the choices they made for Odyssey, I can somewhat see why they made them and apreciate the fact they managed to reach this level of challenge.
Wish the content would mantain this level of challenge but with more reasonable/accessible requirements, but oh well, it is what it is.
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