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  1. #1
    Player Akujima's Avatar
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    Mar 2011
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    Shinjima
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    Asura
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    PLD Lv 99
    Quote Originally Posted by Leonlionheart View Post
    well considering there are only 3 real methods of killing anything in an RPG

    tank and spank
    zerg
    kite

    i don't see what else they could possibly do
    Wrong. You've obviously never played World of Warcraft. And yes I'll keep quoting it because it has very dynamic fight sequences, and nobody complained about how difficult they were. They sucked it up and realized they needed to work as a team to down the boss.

    Magtheridons, Hydross and Lurker you did NOT tank and spank, you could not kite, and could NOT zerg. There was a specific strategy used to down each of those bosses. Grull the Dragonkiller and High King Maulgar, were also very dynamic situations. They did involve tanking and spanking to some extent, but that's not ALL the focus was on.

    And DD in WoW had the toughest job -> They had to watch hate. Why? Because if the boss turned and started hitting them, they would be pushing up daises, lowering their overall DPS.

    EDIT: It's time to face the facts, and learn from the pro's. Take from their successful concepts/idea's and expand on them.
    (2)
    Last edited by Akujima; 05-31-2011 at 02:58 PM.
    悪島 Where the spirit of the moon resides... 気 愛 月光

  2. #2
    Player Karbuncle's Avatar
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    Quote Originally Posted by Akujima View Post

    EDIT: It's time to face the facts, and learn from the pro's. Take from their successful concepts/idea's and expand on them.
    Every game is has taken something from other games, this is very true, and it works, to an extent.

    But at the same time, Copying WoW Doesn't really work well. I mean, Look at the dozens of "WoW Clone" MMOs released lately. Almost all of them die withing weeks/months.

    You need to borrow some ideas, But you need to have unique aspects too. also, the hate system works different in WoW though yah? Watching hate in FFXI is nearly impossible, If the fight lasts more than 3 minutes, Every good DD will be at capped hate. Its a flaw in the hate design, not the players really, most DD jobs don't have any form of hate shedding outside of well, Dying. Because of CE (Enmity that stays on you until you take damage).

    WoW is also a multi-bil' dollar MMO, FFXI is not. WoW Has Million of subscribers, FFXI Does not. So its safe to assume WoW has a much much more... working? Dev team. They probably have much more Resources than FFXI right now.

    So making really in-depth intensive fights is easier for the WoW DEV Team, They have more resources and time. So getting the kind of in-depth fight in FFXI like say, Grull you pointed out, Would be really difficult because of the constraints on the DEV Team right now.

    Events like Salvage back in the "prime" show that given the time they can make in-depth Events. The amount of things you had to do correctly to progress was astonishing. Like killing the slimes without spikes on their heads to get to the rampart, Things like that.

    Not saying i don't want in-depth fights, I'm only saying its rather difficult to pull off now :|
    (0)

  3. #3
    Player Akujima's Avatar
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    Shinjima
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    Asura
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    Quote Originally Posted by Karbuncle View Post
    But at the same time, Copying WoW Doesn't really work well. I mean, Look at the dozens of "WoW Clone" MMOs released lately. Almost all of them die withing weeks/months.
    Yes. That's because they're retarded and literally copy WoW down to the GUI.

    Quote Originally Posted by Karbuncle View Post
    Events like Salvage back in the "prime" show that given the time they can make in-depth Events. The amount of things you had to do correctly to progress was astonishing. Like killing the slimes without spikes on their heads to get to the rampart, Things like that.

    Not saying i don't want in-depth fights, I'm only saying its rather difficult to pull off now :|

    Well even if they can't add all the environmental effects, there should still be a healthy level of "Gear Checks" and boss battles can be dynamic by just using different abilities more often. Combine those abilities together, have the boss use them at random intervals and test out the gameplay mechanics thoughtfully before releasing the content. Sure it would take longer, but the end result would be more fulfilling content that lasts longer.


    EXAMPLE: Dragon Type~ NM

    Phase 1: On the ground.
    - The Dragon is highly susceptible to Melee Damage, but is Resistant to Magic and Ranged Attacks.
    - The Dragon dishes out high Melee Damage and Enfeebles to the Front Line Jobs.
    - The Melee and Tank have their work cut out for them in this stage. Melee needs to do damage quick, but not pull hate off the Tank and die. The Tank needs keep hate from the Melee so that they don't pull hate and get KO'd.

    Phase 2: Standing on Hind Legs, Wings Glowing.
    - The Dragon is highly resistant to Ranged Attacks and Melee Attacks, but Magic cures the Dragon or is reflected back to the caster.
    - The Dragon deals incredible high AoE damage that targets a single person (hopefully the tank)
    - The Melee have to get out of range quick, to avoid being KO'd by it's heavy AoE.
    - The Healers have their work cut out for them in this phase. They have to make sure the Tank stays alive and is topped off to survive his massive beatings.
    - The Mages need to HOLD nukes, so that the Dragon won't get healed/reflect damage to them. And possibly help out with cures and removing status effects~

    Phase 3: Flying in the Air
    - The Dragon is highly susceptible to Ranged Attacks and Magic Damage
    - The Dragon dishes out Ranged AoE Attacks on random targets with no enmity table.
    - The Entire Alliance would have to spread out, in order for their to be less damage taken as a whole. But not too far from the healers, so that they can still heal you.
    - The Ranged Attackers and Mages get to work and blast him hard in this Phase.
    - The Tanks and Melee position themselves so that if they get hit with an AoE blast from above, its not near other BUSY members.

    Random Time rotation of Phases.

    Phase 1: lasts 3 minutes
    Phase 3: lasts 5 minutes ======= Section 1
    Phase 2: lasts 1 minute

    Phase 3: lasts 1 minute
    Phase 2: lasts 3 minutes ======= Section 2
    Phase 1: lasts 1 minute

    Phase 2: lasts 5 minutes
    Phase 3: lasts 3 minutes ======= Section 3
    Phase 1: lasts 5 minutes

    You can mix and match each section, and there would be countless possibilities for the Phases to be random each and every battle.

    Adding this sort of extreme dynamics, would crank up the difficulty and make the fight rely heavily on focus, teamwork and coordination. Rather than it being just solely based on gear/stats/equipment.
    (0)
    悪島 Where the spirit of the moon resides... 気 愛 月光

  4. #4
    Player Duelle's Avatar
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    Quote Originally Posted by Karbuncle View Post
    Every game is has taken something from other games, this is very true, and it works, to an extent.

    But at the same time, Copying WoW Doesn't really work well. I mean, Look at the dozens of "WoW Clone" MMOs released lately. Almost all of them die withing weeks/months.
    There's a huge difference between what the clone MMOs copy from WoW and WoW's raid content. Most just copy the user-friendliness of the UI and questing system. It kinda ends there, really.

    I can understand the thing about dev time and limitations of FFXI's game engine. You can't do Heigan the Unclean's encounter in FFXI because player movement is very limited. Flame Leviathan would be impossible seeing that there are no vehicle mechanics in FFXI as well. You could probably do a mimic of C'thun from AQ40, provided you have safeguards in place to keep players from dying due to lag at the beginning of the phase inside the stomach (since C'thun's stomach acid deals nature damage to you the whole time you're there). Yogg-saron would probably work too...well, barring the tentacles since the game engine doesn't support multi-targetting. No Malygos because of lack of vehicle mechanics (not to mention the jump button is used during the encounter to control the floating platforms), and lag would be killer on a copy of the Lich King encounter (I can see people missing Quake during phase transitions due to lag and falling to their deaths). Sarth 3D would probably work, provided damage is tuned to allow the tank to actually survive damage to allow the healers to heal the alliance (as Sarth 3D is basically 3 tanks and the whole raid tanking damage at the same time).

    Damn it, Aku. You're making me miss WoW raiding. >:O
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  5. #5
    Player Akujima's Avatar
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    Quote Originally Posted by Duelle View Post
    Damn it, Aku. You're making me miss WoW raiding. >:O

    It was epic I know. The biggest complaint I hear about WoW is the grind in Lvling Up, which isn't all that bad.

    PS. I agree with your RDM sig comment~ Also wth don't Ninja's throw shuriken? -_- lol... Final Fantasy is straying too far from its roots.
    (0)
    悪島 Where the spirit of the moon resides... 気 愛 月光