Yeah, currently they're both completely side stories to the MSQ, fully agree there. I meant if either raid were to be more tied into the main story, I'd rather it have gone the direction of 24 man being more main story related. Bahamut's Coil was something of a final resolution to the main story of 1.0, for example. And the events of Cartenaeu and Louisioux were referenced often in 2.0's MSQ. I'd likely have leaned more towards that resolution being in 24 man and Crystal Tower being the 8 man savage setting.
But it's hard to justify friggin' Bahamut not being the top tier of challenging content, so I get why they went with that for savage raid.
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I don't think we're on the same book, let alone the same page in regards to this. I never said nor meant that opposition to instant gratification is the foundation for every opposition to every suggested change. Feel like there's a lot of misinterpretation of what I was saying being shoehorned here to apply to other things.
I don't think a solution is "10% of the playerbsae get content, get rekt casuals" so I think the 24 man is pretty good in offering that balance. Plus it's about infinity times superior to WoW's LFR model. I know you think everyone sleeps on their keyboard and clears 24 man content, but it's not that faceroll and it's not because FFXIV's community is so horrible, they suck beyond belief and nobody plays worth shit either. (take that light hearted, I'm not implying that last part is your position)Me either. I hated that normal 8 man was in. I just hate the idea of 24 mans. They're so beautiful, but the assets are criminally underused. I'd love real engaging content based on those encounters and I think the encounter team could do it without taking away a considerable amount of dev time from other content streams, I truly do.
I agree with you on the definition and agree it's not inherently bad. The quests giving a set of gear to get everyone to a starting baseline is a fine starting point and the materia from quests are currently rare enough that I don't have a big issue with how they're used, so agree it's not bad in and of itself.I think at this juncture it would be very helpful for you and I to define "instant gratification". I'm not sure I completely follow your thoughts on this (and I normally don't have an issue following your logic, but I'm lost lol).
To me Instant Gratification (IG) is the relationship between high value rewards for low impact effort AND time. Let me also say that IG in and of itself isn't inherently bad, but like all things too much of it, or not enough can be bad.
I think currencies like hunt marks rewarding gear, story quests handing you full sets of gear, Materia as rewards from quests etc. qualify as IG. I do not think Anima quest lines qualify. I do not think EX trials or Savage Raiding qualify.
What I meant with the overlapping is a lot of content that was previously its own tier of progression is now outdated almost immediately because there's so many half step progression options they make each other immediately irrelevant. In 2.x I would gear up through tomestones via roulettes, etc, but that was still a good stance below Coil gear. When 24 man patch hit, I was getting upgrades that were just a step below coil. So for me Tomestone > 24 man was a progression path. In Heavensward it's tomestone > normal raid > 24 man patch with my gear already equal to the new patch gear. The only incentive is the coin to get the last upgrade on gear, which then puts my gear better than a lot of the next patch until a new tomestone is introduced.
Basically adding the 8 man normal mode put an extra gear progression path that overlaps others and throws the back and forth 2.x had out of balance. It's designed as though each of those paths are their own progression path rather than all of them being dabbled in.
A way I'd break that up is to split up things a bit where you get (examples here) ilvl 200 armor from raid and ilvl 190 armor from tomestones, but ilvl 200 rings are from tomestones and 190 from raids while bracelets and earrings are from EX Primals, etc.
Basically by adding the 8 man normal, I think the spread of gear needs to go out to various content rather than acting like each content lane is a full progression path unto itself.
Now I'm confused... they got through MSQ, but got bored at max level? Isn't that after the MSQ is over they got bored?What I can say though is that my brother went through the game, he watched most of the cutscenes, and got bored at max level. My friend Ken did the exact same thing. So I can state that I know 2 IRL people who have done just that. The MSQ doesn't engage everyone (I bet StrawberryZebra fits this mold as well). The point I was making is that these aren't bad people and shouldn't be told to GTFO of the game.