This threat has turned into quite the debate. Less than two weeks now, kittens.
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This threat has turned into quite the debate. Less than two weeks now, kittens.
I just hope that the Aquapolis and Palace of the Dead don't end up being as disappointing as Diadem... >w>()
I care less about the rewards and more about the game being rewarding to play itself.
No. They're complaining that they will fail, through no fault of their own. They failed because the game said they did. Nobody's asking for it to be handed on a silver platter. They want to earn it through their own merits, not because the game said "Here, you're really lucky today. You've earned this."
I disagree with taking RNG completely out of it. Just making subsequent rooms harder would still probably leave them clearable by full parties, and then people would just enter with parties and have 100 percent clear rates... and then getting to the end wouldn't be special, rewards would have to be balanced, etc.
No, leave RNG involved in this. But maybe tone it down. Make it easier to get to the third or fourth room, but then make getting to rooms 5, 6 and 7 require way more luck. Then it's still casual content, but the RNG won't frustrate as many people.
RNG is a useful too for making an environment seem more real, because most real life experiences seem very random. In actuality, most things are not random, but they are the result of many different factors, too many to feasibly program into a game to give the same effect. So, in order to provide that sense, RNG is used.
However, RNG in FFXIV is not used to make things seem more real, it's used to create very frustrating restrictions to reduce inflation. As MomomoMomi mentioned, it is one way to address the problem, but it is not the only way and certainly not the best.
So what would be the best way then?
- A grind like the unidentified token system, where you get one token each time, and it takes several to buy something nice with them?
- A very low drop rate, where you get to complete it each time but have your RNG in a different mechanic?
- A 1% chance to get in, again shifting the location of the RNG?
- A puzzle that takes a handful of times to get down, then becomes faceroll?
- A full run each time with common major drops, where they become worthless?
- A level of difficulty that makes this casual content on par with ex primals or savage?
They all have their drawbacks, and you can't please everyone with any of them.
Good thing RNG isn't applied to every single bit of content in XIV then, right?
I don't see anything wrong with the Aquapolis having RNG involved, because it's a feature based on the base concept of treasure maps.
You know, the feature where you find a map, go to the spot marked on the map, and dig up a treasure. Sometimes you'll get something nice and rare, but it'd still be common not to receive a rare reward. That's the point of treasure maps, you don't know what you'll end up with.
The Aquapolis is just like that, you don't know what you'll end up finding in there, what rewards you'll get, how many rewards you'll get. Sometimes you'll get to the 7th room, sometimes you'll only get to the 3rd room, sometimes you'll find a rare room instead of a normal one. Just like the map system.
Are you saying that making the fights require flawless play and teamwork or result in a wipe is a better system? Remember how quickly they nerfed Steps of Faith? And that wasn't even that hard; you could have 3 dead weight party members and still beat it.
Maps are a casual content where you can grab a couple friends and have fun screwing around and doing something a little different from normal instances. There's not enough stuff in the game like and, and it doesn't need to be turned into something that requires a static.
If you chose the wrong door, it gets more difficult. That's it. It's easy until you pick a wrong door. Instead of failing, it gets harder. You might win. You'll probably lose. But you might win.
You can't beat it? Then you lose and end up exactly where the current system would have put you. Nothing is lost here.
I would say all of those are better. However, my personal opinion is a puzzle would be best. That is actually a form of game and requires skill/thought to complete. It becoming something that you learn and becomes "faceroll" is no different than learning/mastering any game. I fail to see why mastering a puzzle is even in the same ballpark of poor game-design as an RNG system that decides if you get to move on or not.
I feel the need to respond, as you directly quoted me, but I must admit I don't understand you. I do not have an issue with RNG, nor gaming in general, but I do have any issue with poor game design. Poor game design is when things are added that address a symptom rather than a cause, or when things are added that create more problems then they solve, or when they are not designed with 'fun' in mind. I have 0 idea what you mean by Desire Sensor. Is that actually a thing, or a joke, or...?
I am fairly certain nearly everything in the game has RNG. In fact, every piece of content should have some form of RNG added. The issue isn't the existence of RNG, it is the use of it. Having RNG decide 100% whether you get to continue or not is not a fun experience. Having RNG decide whether something loads, or an event happens etc is a good use of it.
As for your talk on treasure maps, yes, I am aware what they are. I've always found them to be a waste of time and a waste of potential. We used to do maps-days in my FC which were great fun, but the actual content wasn't, unfortunately. As for the use of RNG, where sometimes you get something nice and rare, this is a decent (not amazing, but decent) use of RNG.
Except for having useful and rare rewards when you do get lucky.
Fun loses its fun when it's repetitive, and SE has yet to demonstrate any ability/willingness to create a puzzle that requires more than reading a 3 sentence guide.
Or they could just keep it as it is. They never changed the map system in a major way, they have no reason to change a feature that's built on that system.
The Aquapolis is designed for light parties (4 players), this means your suggested change would require them to make the wrong rooms more difficult while still allowing light parties to clear them.Quote:
If you chose the wrong door, it gets more difficult. That's it. It's easy until you pick a wrong door. Instead of failing, it gets harder. You might win. You'll probably lose. But you might win.
You can't beat it? Then you lose and end up exactly where the current system would have put you. Nothing is lost here.
Result? People will simply do them as a full party to ease the difficulty to the point where it'll be easy to clear all the rooms, even the wrong ones.
They also can't just limit the Aquapolis to 4 players, since you can do the maps with more than 4 players.
True, but it being fun for the first few times is infinitely more fun than it being never fun and incredibly frustrating every time.
However, you are definitely right, I have yet to see SE demonstrate the ability to implement a fun, dynamic and engaging puzzle. I have seen quite a few decent ones in WoW, actually. It can be done, if they put their minds to it.
So you see them as a waste of time, yet you had fun during map-days with your FC. I'll go with the assumption that it's because the maps are a great thing for social FC events, where you're just hanging around, digging up treasure, killing some monsters. Doesn't really sound like you wasted your time, if you indirectly had fun, despite the fact that you don't consider maps fun.
As for your last sentence, are you trying to make it sound like you no longer have an issue with the RNG in the Aquapolis?
Sometimes you get something nice and rare [continuing on to the next room, getting more rewards], sometimes you don't. [wrong door, you stop getting rewards until the next time you enter]
i don't know what to do, but rely on luck for decide how far you can go in Aquapolis is not nice and quite unfair... rng is rng, you can be freaking unlucky and never seen pass the 3rd room in all your try.
get Aquapolis is already luck, then you must choose the right door for continue and another time you must be lucky to get the rare treasure room for get the best loot...
do i'm into a casino? or do i play FF14? not everyone love gamble, there it's way too big gamble!
personally i will be ok, with a reduction of the timer when you pick the wrong, door instead to simply.... you loose get out.
To be fair, Steps of Faith was neither a puzzle, nor fun =P
I see Treasure maps in and of themselves as a waste of time, and would rather spend time doing other content with people. We had fun doing maps, but we also had fun doing other content. What was fun was doing stuff with friends - similarly to cleaning dishes with friends can be fun as you joke around. Cleaning dishes on its own is not a fun activity.
As for my last sentence, as mentioned, I do not have an issue with RNG in and of itself, I have an issue with how RNG is used in terms of the 50% chance that you choose the right door. It could even be made around speed - maybe if you finish the floor in X seconds, you have a 90% chance of choosing the right door, but if you finish in X+20, it's 80%. X+40 = 70% etc. *shrug*
Assuming from your join date and you might not be playing an alt like I am so correct me if I'm wrong, you never did Steps of Faith before it was horribly nerfed because XIV's playerbase can't handle difficult story line bosses that require team work, now people just shoot cannons at the dragon and wail on it til its dead.
Again, this would just force people to go with a full group of people, just to make it way easier to ready those time limits, as anything less would be considered a disadvantage.
Just leave it the way it is, and avoid it if you don't enjoy running this type of content.
Nah my join date I think must be my forum join date? I created my character in 2013. I have played on and off, but I was actively playing on Steps release. I cleared it on the first day of its release.
I am not asking for anything difficult here, just something fun to do. Again, Steps of Faith is neither fun nor a puzzle - not at all what I am asking for =P
EDIT: Correction, looks like I started at the very start of 2014 - my 30 quests achievement date is in Feb 2014.
Current discussion about the Aquapolis aside, I'm curious if you can list some of these decent puzzles from WoW?
I've played that game for years, up until the SoO content drought made me quit, and again after realizing that WoD was garbage on every front except raiding, and I can't recall any decent puzzles.
Welcome to MMOs, rng is everywhere. It's how they keep you playing (paying their bills). If they took away this system of rng, they would just replace it with a different one - probably a lower drop rate. And it would still be the lucky people getting the reward.
Um I don't know the game well enough really to name locations lol - I just leveled up a Priest to 100 (haven't played in 6years previously to that) about a month ago. That said there were some with statues that you had to turn to tether to each other and things like that. In all honesty, I didn't really record them or devote to memory, I just remember leveling and think "hey, this is a fun little puzzle! I wish FFXIV did stuff like this."
Here are a few vids
https://www.youtube.com/watch?v=MxJ9M_RZ0G4
https://www.youtube.com/watch?v=QlAP4l0DLSU
https://www.youtube.com/watch?v=eqZx3ppCEVY
They're not amazing, but it's a nice little break from the usual
I'm gonna discuss Palace of the Dead. Unlike Diadem, I can see the devs continuing with Deep Dungeons becuase unlike Diadem, it CAN be solo'd (it would be easier to bring more people, but nothing is preventing you from doing it alone), it would also allow them to experiment with mechanics for Dungeon/raid use. What do you think?
Oh right, now I remember the Warden's/Sentinel's Game. I'll agree that those are pretty neat. Never really thought of the ropes part of the Timeless Isle as a puzzle, though. (probably because I was an engineer, and simply glided to the treasure chest, lol)
I also remember the statues one in Talador, but I'm not sure if I'd call that much of a puzzle, as it simply involved turning 3 statues around. (also felt stupid to only just now realize that it was a reference to FF6, with the treasure containing the Signet Ring of Gehs'taal)
It'd be difficult to add puzzles that'd require some thinking, without being too easy. As well as it being difficult to add them to the Aquapolis, with it being less than 2 weeks from release.
It might be cool for a future patch, like some kind of Allagan Labyrinth filled with puzzles, or perhaps puzzles related to quests like the ones from Matoya's Cave, or "The Greatest Story Never Told."
I wish I could do palace of the dead with my chocobo
Lets talk abou the trial of Nidhogg, do you guys expect some similar mechanics like on the aery?
You think we may encounter mechanics similar no any dragon we faced on the coil, divebombs perhaps?
Some pics that were released seem to indicate a presence of adds/minibosses, so expect some semblance of a dps check even on normal mode.
Also, probably a hard wipe even on normal with his megabreath atk XD No shields this time tho.
I'm pretty sure 1 mechanic is going to be him switching between his dragon and eleven form, and perhaps in extreme splitting into both forms at the same time, with 1 form in the Aery at all times with different mechanics and a hard dps check.
Plus AOEs, LOTS AND LOTS OF AOEs!!!
*moment of silence for our dead healers*