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Difficulty in FFXI - a retrospective
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2023-01-04 13:35:17
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 5472
By Carbuncle.Nynja 2023-01-04 13:36:14
I am done discussing with you, because it’s an actual waste of time. This was 40 minutes ago, yet you're still here. Damn, get a life.
By Nariont 2023-01-04 13:36:25
Valefor.Prothescar said: »wtf is going on
bahamut drama, what else is new
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Bahamut.Mhysa
Server: Bahamut
Game: FFXI
Posts: 136
By Bahamut.Mhysa 2023-01-04 13:38:28
Valefor.Prothescar said: »wtf is going on
You know what. This is right, let's go back into the actual topic of the thread. Difficulty in XI.
By Mattelot 2023-01-04 13:42:12
What's even more sad is how old most of these people are. My kids have more common sense.
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Server: Bahamut
Game: FFXI
Posts: 985
By Bahamut.Justthetip 2023-01-04 13:49:20
Valefor.Prothescar said: »wtf is going on Someone got called out for cheating and doesn't like it. I say we just move on. I think mmos are never gonna find the balance or what's hard vs whats easy when it comes ro the player base. It's always a mixed bag some who think a is hard don't think b is hard same in reverse. Retail vs private is semi useless in itself because it's not even the real 75 era just capped level and people having a ***ton of tools we never had to play the game.
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Server: Bahamut
Game: FFXI
Posts: 985
By Bahamut.Justthetip 2023-01-04 13:51:57
Valefor.Prothescar said: »wtf is going on
bahamut drama, what else is new Bismarck is still a server?!?!?
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10279
By Asura.Saevel 2023-01-04 13:59:43
Valefor.Prothescar said: »wtf is going on
I don't know but we're all along for the ride.
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Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2023-01-04 14:03:08
Legion feels like a fever dream to me. I remember clearing all halls with my Linkshell (and I thought it was hard, tbh!) but now when I talk to a couple of friends who still play, they mention that they never did Legion due it’s difficulty.
Ah, the good days where 3 HNMs got to stomp on you at the same time!
Legion was probably the first content that really required the DD's to wear hybrid sets. The SCH's would still do their best to stun lock stuff, but the bosses got kinda stupid at the higher tiers. It as alliance content so we got to get creative with party setups.
Right! I actually did enjoy Legion a lot and the strats for it were very mixed. I think it had a lot of potential, but not a lot of people adventured into it. I also remember there being like a week lockout? Again, all of a fever dream!
Legion kinda suffered because of where it launched in the grand scheme of content. Coming off Abyssea HNMLS' went into decline and then came content like Voidwatch with personal spoils and then Legion and Provenance Watcher felt like throwbacks to HNMLS hyper coordination as that kinda stuff started to taper off.
Also alot of the drops IIRC were kinda 'meh' for the level of effort required and for what amounted to alot of stun and gun DL tactics. The same could be said about Meeble Burrows which I liked as an idea personally (it's Assaults but with more hoops) but again failed to pan out in terms of good drops worth all the hoops you had to jump through.
Then you had Seekers launch and then the whole game changed again. People were excited and whole new zones and jobs dropped. Stuff like Legion and Meebles just faded into the category of 'meh'. Until we got ilvl drops you could feel the wheels spinning at SE in their attempts to give us gear that was classically horizontal rather than the verticality to come.
Server: Bahamut
Game: FFXI
Posts: 985
By Bahamut.Justthetip 2023-01-04 14:12:08
Lakshmi.Sparthosx said: »Legion feels like a fever dream to me. I remember clearing all halls with my Linkshell (and I thought it was hard, tbh!) but now when I talk to a couple of friends who still play, they mention that they never did Legion due it’s difficulty.
Ah, the good days where 3 HNMs got to stomp on you at the same time!
Legion was probably the first content that really required the DD's to wear hybrid sets. The SCH's would still do their best to stun lock stuff, but the bosses got kinda stupid at the higher tiers. It as alliance content so we got to get creative with party setups.
Right! I actually did enjoy Legion a lot and the strats for it were very mixed. I think it had a lot of potential, but not a lot of people adventured into it. I also remember there being like a week lockout? Again, all of a fever dream!
Legion kinda suffered because of where it launched in the grand scheme of content. Coming off Abyssea HNMLS' went into decline and then came content like Voidwatch with personal spoils and then Legion and Provenance Watcher felt like throwbacks to HNMLS hyper coordination as that kinda stuff started to taper off.
Also alot of the drops IIRC were kinda 'meh' for the level of effort required and for what amounted to alot of stun and gun DL tactics. The same could be said about Meeble Burrows which I liked as an idea personally (it's Assaults but with more hoops) but again failed to pan out in terms of good drops worth all the hoops you had to jump through.
Then you had Seekers launch and then the whole game changed again. People were excited and whole new zones and jobs dropped. Stuff like Legion and Meebles just faded into the category of 'meh'. Until we got ilvl drops you could feel the wheels spinning at SE in their attempts to give us gear that was classically horizontal rather than the verticality to come. Pretty much like me personally just never did meebles and legion was just shambles to setup groups for as a whole. Legion was a semi good idea but with so much going on with the game at the time it just wasn't worth the headache. Voidwatch tbh was my favorite content in that time which I know alot of people hate it but personal pool was great I wish we had more of that tbh.
By Dazusu 2023-01-04 14:16:59
Sadly those 75 era purists hate retail so much they want it to fail just so they can say "ha! I told you so"
I wouldn't call myself a 75 purist, but if the opportunity presented to play on an officially sanctioned 75 era server; I'd probably go waste several hours there. But, then I'm also balanced enough that I recognize the advances of retail and I wouldn't want any 75 era experience to be at the expense of retail or its continued advancement.
Some aspects of 75 era were fun, but a lot of what made that era was the people -- the community (at the time), the asinine contest over HNMs, and alliance content in abundance (which was only really alliance content because most people were mediocre at best and gear choices were limited), and that combination will never be recreated. It's definitely not for everyone.
Server: Asura
Game: FFXI
Posts: 142
By Asura.Neojuggernautx 2023-01-04 15:23:09
99 cap probably had the most amount of complimenting content than any other era. 75 is a close second. How I mean is you could gain gear and side grade up without completely destroying previously gained equipment and almost all lvl 85+ events were relevant. Nowadays, gear from previous events finds itself losing more and more utility as more events roll out or is outright made obsolete.
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 5472
By Carbuncle.Nynja 2023-01-04 17:02:43
Valefor.Prothescar said: »wtf is going on
You know what. This is right, let's go back into the actual topic of the thread. Difficulty in XI. nah nah nah nahhhhhh, you see, you dont get off that easily. Unlike you though, when I say I'm leaving, I actually leave, I dont say "I'm not discussing this with you its a waste of time", then proceed to hang around for an hour commenting and liking everyones post that tries to trash talk me.
Just how deeply did 20 year old me scar you that you're holding onto receipts from Emerald days? Emerald stopped being a thing around Scars of Abyssea...which was released in 2010. You're holding onto receipts that are at a bare minimum 12 years old. You're holding onto these receipts so dearly waiting for a day to use them, and yet I dont know who you are. I dont know who Mhysa is, I dont know who Nathoo is, nor does it ring a bell with anyone else from the Emerald days that I still have contact with whos seen these comments.
You should try letting go and moving on. You sound and act like a crazy ex girlfriend. I know 20 year old me was a ***, and some of the things I said in the past were borderline embarrassing, but to hold on to this kind of animosity and hatred for 12+++ years is actually very weird. For someone who stalks me like this, you should know that I'm facebook and PSN friends with Lance, and we went to war in Vana'Diel. So I'm really not sure what I could have done or said to you thats exponentially worse than the stuff me and Lance did against each other for you to still be holding onto this anguish over 12 years later.
I hope you find another way to find peace that involves something beyond getting my characters banned.
Siren.Bruno
Server: Siren
Game: FFXI
Posts: 398
By Siren.Bruno 2023-01-04 17:05:22
Asura.Neojuggernautx said: »99 cap probably had the most amount of complimenting content than any other era. 75 is a close second. How I mean is you could gain gear and side grade up without completely destroying previously gained equipment and almost all lvl 85+ events were relevant. Nowadays, gear from previous events finds itself losing more and more utility as more events roll out or is outright made obsolete.
at 99 it was pretty amazing they were able to keep so much old/existing content as relevant as they did, while pushing out new content as well. not only was a lot of 75 era equipment still good, but as time went on, some old gear even became more useful than it was before, like augmentable Kirin's Pole.
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By Nariont 2023-01-04 17:11:19
Think the worst part of all that was it came so late into post VW that most of it was looked over, same for the "revamped" content that was the whole 2 extra limbus zones, that extra wing in einherjar, and even the scrap augmentation system, didnt help it was also synergy for scrap augs and at least back then people i knew who leveled that were very few, at least to that level.
Asura.Saevel
Server: Asura
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Posts: 10279
By Asura.Saevel 2023-01-04 17:26:06
Think the worst part of all that was it came so late into post VW that most of it was looked over, same for the "revamped" content that was the whole 2 extra limbus zones, that extra wing in einherjar, and even the scrap augmentation system, didnt help it was also synergy for scrap augs and at least back then people i knew who leveled that were very few, at least to that level.
Hey those scrap augments are helping my 75 era character very well!
:D
Carbuncle.Nynja
Server: Carbuncle
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By Carbuncle.Nynja 2023-01-04 17:30:14
A lot of the stuff just wasnt all that good though, talking about neo-limbus. Back then I was mostly thf main, so thats why I'm pulling these as an example.

vs

Is this even a question?
Added June 2012

vs
Added February 2012
Enif Legs were tight though. 8% FC pants for those jobs held up real nice. How nice? Theyre still BIS FC for those jobs (unless theres something hidden behind augments I'm overlooking).
No one really cared for the new Einherjar wing. They dropped the same old abjurations and the loot had very limited job selection. They could have added a bit new incentive (ie: various synth mats...something other than 75 content abjurations)
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10279
By Asura.Saevel 2023-01-04 17:34:33
Yes neo-limbus was trash and it pissed me off. I really liked limbus, was one of my favorite events, and they totally crapped on it. I was hoping for a remake of each of the zones with better gear, but alas it wasn't to be.
I still have hope we can get an iLevel limbus... maybe ... one day.
By Nariont 2023-01-04 17:38:16
limbus was just one of the examples i could remember, i wanna say there was a few key good pieces in there but yeah, wasn't incredible, i did forget about neo-nyzul which was what id call a true revamp compared to limbus/einherjar though i guess its easier to replace 1 zone with another vs multiple wings/zones.
also seconded on a true ilvl limbus, but fairly certain its long dead, we got our omega/ultima htb and later master trial, and that's probably enough, cause all limbus was is omega/ultima right?
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Asura.Saevel
Server: Asura
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Posts: 10279
By Asura.Saevel 2023-01-04 17:42:47
limbus was just one of the examples i could remember, i wanna say there was a few key good pieces in there but yeah, wasn't incredible, i did forget about neo-nyzul which was what id call a true revamp compared to limbus/einherjar though i guess its easier to replace 1 zone with another vs multiple wings/zones.
also seconded on a true ilvl limbus, but fairly certain its long dead, we got our omega/ultima htb and later master trial, and that's probably enough, cause all limbus was is omega/ultima right?
Is it too much to ask for an iLevel version of these.
https://www.ffxiah.com/item/10329/shedir-seraweels
And while Ultimate / Omega were fun, I liked how limbus had you climb different sections and manage time / loot and objectives. Omen kinda felt like the spiritual successor to it, just not all the way.
By Tarage 2023-01-04 17:43:00
Hi, I'm a typesetter. Put a glow outline around your test you stupid ***. This is unreadable as ***.
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By Tarage 2023-01-04 17:48:46
In regards to content, I liked Abyssea the most honestly. Defined goals, things you could work towards and make targeted tangential progress... it was such a nice system.
By Nariont 2023-01-04 17:52:31
Is it too much to ask for an iLevel version of these.
Yes, best get used to casting in them forever when possible like i do.
In regards to content, I liked Abyssea the most honestly. Defined goals, things you could work towards and make targeted tangential progress... it was such a nice system.
The only issue i had with abyssea was you were over and done with it super quick, it was a true theme park expansion, apart from proccing, that was all trash, i came in, got my ticket got my souvenirs, rode the rides and i was done. Only reason you went back was to farm the emp upgrade items, which again procs are trash.
Though i think this mainly applies to the 2nd and 3rd expansions, at least from memory the initial 3 zones were somewhat more difficult because we only had 1 atma and said atmas were fairly tame compared to what came in the next batch, by the last one everyone was pretty busted
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Carbuncle.Nynja
Server: Carbuncle
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Posts: 5472
By Carbuncle.Nynja 2023-01-04 18:18:37
Dropping my real name on a FFXI forum. Sounds like doxxing.
Reported and blocked.
Server: Bahamut
Game: FFXI
Posts: 985
By Bahamut.Justthetip 2023-01-04 18:21:56
Dropping my real name on a FFXI forum. Sounds like doxxing.
Reported and blocked. Lol thats your real name?!?!
Phoenix.Iocus
Server: Phoenix
Game: FFXI
Posts: 1869
By Phoenix.Iocus 2023-01-04 19:06:16
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.
The WS wall was the perfect FU balance change but they walked it back and called it a bug. You could have forced people to play pet jobs, use SCHs like they blatantly did for Sortie at first, make BLU use physical spells to get around the wall, maybe even make players consider a Nyame path other than B.
Nope. All WSs all the time is back and so long as we can win, we can't be convinced to learn anything new.
The only thing they had to do is make Savage Blade weaker than Mistral Axe. They didn't even need to address the sword mythic WSs to compensate because BLU is stronger than it anyways, RDM should be using magical WSs, and Atonement is Atonement. No one needs Savage Blade to be doing that much damage and way too many jobs being their go to is just sad.
....Wow 4+ pages since yesterday. I bet this is going to be an amazing read
Carbuncle.Maletaru said: »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.
Great justification for blatant cheating. "I chose the easier option, instead of struggling against the game". You can say this about literally all cheating in the entire world.
"Why struggle against the weight of heavy objects, when I can just use a forklift to raise them?"
"Why eat the hotdogs in an eating contest when you can take the slightly less shitty option and throw them in the trashcan and declare victory?"
Sure, if you want to pick and choose which mechanics are "cheesy" and have a computer program complete the ones you don't agree with for you, then you're right, it's "logically the option better for them". It is definitely "logical" to cheat past mechanics. I mean ***, if there was a third party program which reduced the enemy's HP to 0, it would be easier and why struggle with trying to WS, SC, MB, and cure yourselves? DUH just pick the easier option, that way you don't have to struggle with PUGs.
Less shitty =/= easier when it involves having fun. There is nothing interesting about hitting a button and instantly nuking mobs. We're looking for rewarding gameplay experience. I submit Elden Ring winning game of the year as my proof that people actually want to have fun and be engaged with challenge in a well balanced game. On the other hand cycle buffing and then 1 hit killing bosses...that's like totally different from cheating...
If SE didn't try feeding us garbage the larger community wouldn't be looking for garbage denial software. I don't use react, anchor, taco, easy farm, or anything like that because if it's not worth the time I just don't do it. Other people clearly don't feel that way and cheating is rampant. $E clearly doesn't try to stop them. Instead they just keep making questionable content decisions and people keep doubling down on getting what they wanted out of the experience. Rewards and not dealing with garbage.
I laughed a lot at "Why eat the hotdogs in an eating contest when you can take the slightly less shitty option and throw them in the trashcan and declare victory?"
Thank you.
By Nariont 2023-01-04 19:15:30
Problem with the WS wall is it was too drastic a change, i think what it's been adjusted to works well enough, even so it's just a bandaid to not have to address the actual problems, same as geo-bubbles being nerfed, same as everything being reintroduced have some kind of anti-conduit mechanic.
EDIT: should note it was too drastic when it was applied to ody NMs, in sortie i think the original wall worked.
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Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2023-01-04 19:17:21
Neo Nyzul on release was hotbed of cheating with how daunting it was to get floor 100 gear.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10279
By Asura.Saevel 2023-01-04 19:28:44
About to ruin some peoples day.
I present the solution to an easy Aita.
Code ["Aita"]={
["Eroding Flesh"]={
["ready_reaction"]="input /p Used Eroding Flesh respond with [WIND]",
["complete_reaction"]="wait 2;input /ma Aero <t>"
},
["Flaming Kick"]={
["ready_reaction"]="input /p Used Flaming Kick respond with [WATER]",
["complete_reaction"]="wait 2;input /ma Water <t>"
},
["Flashflood"]={
["ready_reaction"]="input /p Used Flashflood respond with [THUNDER]",
["complete_reaction"]="wait 2;input /ma Thunder <t>"
},
["Fulminous Smash"]={
["ready_reaction"]="input /p Used Fulminous Smash respond with [EARTH]",
["complete_reaction"]="wait 2;input /ma Stone <t>"
},
["Icy Grasp"]={
["ready_reaction"]="input /p Used Icy Grasp respond with [FIRE]",
["complete_reaction"]="wait 2;input /ma Fire <t>"
}
}
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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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