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  1. #1641
    Player
    Astarica's Avatar
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    Oct 2013
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    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    This game clearly has an obsession with making you dodge stuff in a split second or die so hoping that'd be changed seems even less likely than hoping the architecture redesigned to something that make sense (aka every other MMORPG out there).

    In terms of design the best we can hope for would be more fights like Garuda than Titan.
    (1)

  2. #1642
    Player
    Goodberry's Avatar
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    Sep 2013
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    295
    Character
    Goodberry Moonshine
    World
    Mateus
    Main Class
    Pugilist Lv 60
    Exactly. More fights like Garuda than Titan. That's the charm... or would be if SE did not have this dodge-or-die fetish (supported in that by the elitists with lightning reflexes and lightning connections). :P
    (0)

  3. #1643
    Player
    Goodberry's Avatar
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    Sep 2013
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    295
    Character
    Goodberry Moonshine
    World
    Mateus
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Sunarie View Post
    Everyone gets what you're saying
    Short answer: no.

    Long answer: you surely don't, seeing that you remarked that current fights shouldn't be changed, like I had suggested changing them. On the contrary, I suggested that current fights should NOT be changed, except maybe HM Titan. My point was about "future" fights.

    About inserting periods, feel free to do as you like. :P
    (0)
    Last edited by Goodberry; 12-12-2013 at 10:11 AM.

  4. #1644
    Player
    Sunarie's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    544
    Character
    Astraia Hornraven
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Goodberry View Post
    In one word: no.
    Please explain to me then, how your idea helps to fix skills not canceling automatically when you run forward, the severe delay between when a player acts on their screen and when you see it on your screen, getting hit by -any- aoe you are out of (not just one that instantly kills you), and effects not applying correctly to mobs because the server hasn't seen it yet (silence example from the previous post).

    Edited to add: Your "fix" takes care of one symptom of the core problem..and doesn't even fix that all the way. Any fight that has any sort of AOE is still going to have issues (I have been hit when I was hiding behind the rocks for Garuda, and I've seen people die from that AOE when they were behind the rocks). So it really isn't a fix at all, it's just how you would prefer the fights to go so you can hide the issue at hand.
    (1)
    Last edited by Sunarie; 12-12-2013 at 10:05 AM.

  5. #1645
    Player
    Astarica's Avatar
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    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    The architecture is the source but the design complicates an already bad architecture. It'd be like if you have the worst army and a decent navy but you still try to fight everyone in landlocked territory and wonder why you keep on get owned. There are more than one way to make a challenging encounter, and when your system totally sucks at dealing with dodging stuff, it'd be a good idea to only use such mechanisms when necessary. Instead the endgame is just an endless sea of red circles that you got to dodge or die horribly.
    (3)

  6. #1646
    Player
    Goodberry's Avatar
    Join Date
    Sep 2013
    Posts
    295
    Character
    Goodberry Moonshine
    World
    Mateus
    Main Class
    Pugilist Lv 60
    Astarica, thanks for saying it better than I ever could. Liked a lot your army/navy example.
    (0)
    Last edited by Goodberry; 12-12-2013 at 10:20 AM.

  7. #1647
    Player
    Sunarie's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    544
    Character
    Astraia Hornraven
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Astarica View Post
    The architecture is the source but the design complicates an already bad architecture. It'd be like if you have the worst army and a decent navy but you still try to fight everyone in landlocked territory and wonder why you keep on get owned. There are more than one way to make a challenging encounter, and when your system totally sucks at dealing with dodging stuff, it'd be a good idea to only use such mechanisms when necessary. Instead the endgame is just an endless sea of red circles that you got to dodge or die horribly.
    Oh, I am not disagreeing there at all. I am disagreeing that the fight design choice is the core of the problem, and that fixing that would magically fix everything else. The person I was quoting said there was no architectural problem, and that's simply not true.

    I would rather fight (as much as one can "fight" for something in a game) to get the core issue fixed, than try and rework the design of fights already in the game to hide one aspect of an overall problem.
    (1)
    Last edited by Sunarie; 12-12-2013 at 10:22 AM.

  8. #1648
    Player
    Goodberry's Avatar
    Join Date
    Sep 2013
    Posts
    295
    Character
    Goodberry Moonshine
    World
    Mateus
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Sunarie View Post
    Please explain to me then, how your idea helps to fix skills not canceling automatically when you run forward, the severe delay between when a player acts on their screen and when you see it on your screen, getting hit by -any- aoe you are out of (not just one that instantly kills you), and effects not applying correctly to mobs because the server hasn't seen it yet (silence example from the previous post).(*edited to avoid 1000-character limit*).
    Sigh.
    OK, trying to explain one last time, and without periods.
    I know very well my "fix" wouldn't take care of all problems. I don't even know if there are economically reasonable solutions to those problems, giving the mess it is. What I know is that those problems are annoying but none of them is GAME-BREAKING, whereas the combination of said problems AND DAMN dodge-or-die mechanics WILL be probably game-breaking for a lot of people, including Yours Truly.
    (0)
    Last edited by Goodberry; 12-12-2013 at 10:33 AM.

  9. #1649
    Player
    Goodberry's Avatar
    Join Date
    Sep 2013
    Posts
    295
    Character
    Goodberry Moonshine
    World
    Mateus
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Sunarie View Post
    Oh, I am not disagreeing there at all. I am disagreeing that the fight design choice is the core of the problem, and that fixing that would magically fix everything else. The person I was quoting said there was no architectural problem, and that's simply not true.

    I would rather fight (as much as one can "fight" for something in a game) to get the core issue fixed, than try and rework the design of fights already in the game to hide one aspect of an overall problem.
    Double sigh.
    How can I make you understand that I am NOT suggesting reworking the fights already in the game? Periods again? :P
    (0)
    Last edited by Goodberry; 12-12-2013 at 10:44 AM.

  10. #1650
    Player
    Sunarie's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    544
    Character
    Astraia Hornraven
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Goodberry View Post
    Sigh.
    OK, trying to explain one last time, and without periods.
    I know very well my "fix" wouldn't take care of all problems. I don't even know if there are economically reasonable solutions to those problems, giving the mess it is. What I know is that those problems are annoying but none of them is GAME-BREAKING, whereas the combination of said problems AND DAMN dodge-or-die mechanics WILL be probably game-breaking for a lot of people, including Yours Truly.
    And I beg to differ. Not getting a silence off on time wipes the entire party on a few different fights instead of a single person dying. That's just as game breaking. So is benediction going off on me but me still dying, or hallowed ground going up, but me still getting killed. All of those still result in my death and are actually more game breaking for me personally than me having to be out of an AOE by the 90% mark.

    There are also a lot of people that will leave when a game is clunky (SWtoR is a good example of that). Your fix is still only hiding one aspect of a much larger issue, and not fixing any of the things that are also game breaking.

    I am not at all denying that they chose poorly the fight style given the game design, however I am not going to pretend that will fix the problem, because it doesn't. I am also not going to sit and deny the problem exists at all by claiming there's not a problem with the architecture as you did when you had all your periods and caps lock.

    Quote Originally Posted by Goodberry View Post
    Double sigh.
    How can I make you understand that I am NOT suggesting reworking the fights already in the game? :P
    When you make posts that list fights currently in game along with saying they need to make fights require less (if any) dodging. It certainly implies you want the current fights changed (as it's going to be many months before we get any additional content).
    (1)

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