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  1. #121
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    I think people are missing an obvious reason why they might be unable (or unwilling) to show the actual percentage for critical hits. What if it's not based on a fixed value, but differs depending on the level or stats of the target? It would literally be impossible to give any kind of accurate, meaningful information back since your final critical rate would go up and down depending on the enemies you were facing.

    Just food for thought. Personally, I don't really need to know everything about my stats as it would just funnel players into becoming clones of one another.
    (3)

  2. #122
    Player
    ForteXX's Avatar
    Join Date
    Aug 2013
    Posts
    792
    Character
    Fhorte Dakwhil
    World
    Cactuar
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Lemuria View Post
    I think people are missing an obvious reason why they might be unable (or unwilling) to show the actual percentage for critical hits. What if it's not based on a fixed value, but differs depending on the level or stats of the target? It would literally be impossible to give any kind of accurate, meaningful information back since your final critical rate would go up and down depending on the enemies you were facing.

    Just food for thought. Personally, I don't really need to know everything about my stats as it would just funnel players into becoming clones of one another.
    Just what I said a few pages ago \o/
    (0)

  3. #123
    Player
    Katsushiro's Avatar
    Join Date
    Sep 2013
    Location
    Virginia
    Posts
    92
    Character
    Xebi Bisque
    World
    Famfrit
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by LengluiLiang View Post
    HAHAHA I love posts such as these. Let's face it, you want, no you NEED the game to be more like WoW . . . I guess the Japs are too arrogant/blinded to follow suit.
    Why do you play FF, then? Quit bogging down our servers. >.>

    I play FF because it ISN'T WoW; to that end, you Devs need to be aware that FFXIV is becoming more and more disappointing to SE's fan base as it becomes less and less of a FF MMO... You need to revolutionize MMO's in your own FF style. At this rate, maybe SE should have just re-touched FFXI's graphics to look like XIV's and added male Mithra and female Galka. ^^;

    In all honesty, I was hoping FFXIV would be (basically) an online version of XII. I believe version 1.0 was closer to that than ARR. Just saying... it's a bit disappointing to see an FF title with so many similarities to GW and Wow. .__.
    (0)
    Last edited by Katsushiro; 01-12-2014 at 09:02 AM. Reason: Additional Info

  4. #124
    Player
    Katsushiro's Avatar
    Join Date
    Sep 2013
    Location
    Virginia
    Posts
    92
    Character
    Xebi Bisque
    World
    Famfrit
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by gothikka View Post
    Good post. As for the music, I, and probably a lot of other people would be OK if they were to make the music, especially in the dungeons, where the dungeon music theme continually plays, and layer it with an "aggressive" version of the theme that would play during combat (except bosses) . . .
    Yeah, I was expecting the music for FFXIV: ARR to be like FFXIII-2 in that regard. There's a "field" theme when ur just running around and an "aggressive" theme that plays near enemies. :/
    (0)

  5. #125
    Player
    Zenithance's Avatar
    Join Date
    Jan 2014
    Posts
    14
    Character
    Radiant Zenith
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Hvinire View Post
    In regards to showing the chance for critical hits, the team remarked that there are currently no plans to display this in the UI. Players can assume simply that as the stats that affect this grow larger, the effect will become greater.
    This manages to be simultaneously incredibly insulting and to completely miss the point. We want to be able to compare stats. I want to know what happens if I switch out 30 DET for 30 CRIT. And I want some way to know what Block Rate and Block Strength do - does switching that gives me -50/+45 on a shield help me? There's no way to know!

    This "moar iz bettar" answer is just horrible.
    (9)

  6. #126
    Player
    Zenithance's Avatar
    Join Date
    Jan 2014
    Posts
    14
    Character
    Radiant Zenith
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Lemuria View Post
    I think people are missing an obvious reason why they might be unable (or unwilling) to show the actual percentage for critical hits. What if it's not based on a fixed value, but differs depending on the level or stats of the target? It would literally be impossible to give any kind of accurate, meaningful information back since your final critical rate would go up and down depending on the enemies you were facing.

    Just food for thought. Personally, I don't really need to know everything about my stats as it would just funnel players into becoming clones of one another.
    WoW manages this just fine, by showing something like [+10% to hit level X enemies, +9% to hit level Y enemies].
    (4)

  7. #127
    Player
    Zenithance's Avatar
    Join Date
    Jan 2014
    Posts
    14
    Character
    Radiant Zenith
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Grym View Post
    I can see why they would not want to show % and actual effect on stats.

    Firstly is Dev have the options to tweak the effect of these stats without the player based roar with pitchfork (and I agree with the Dev here).

    Second is, I believe the acc required will be higher and higher, as 2.2 with new Coil Turns, those will require a higher level of accuracy, so it may be hard to have a fixed % for accuracy when they want you to have to continuously get more acc for harder contents.
    Easily addressed by showing "true" enemy levels and showing relevant info for the stats. Made-up example : 460 ACC (100% to hit lvl 50, 95% to hit lvl 55), etc.
    (2)

  8. #128
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Did you really just ninja-remove my second response? Not even an email citing why my posts are being removed anymore? I don't appreciate censorship - go ahead and ban me if you're simply going to remove my posts...

    In reply to what Tupsi had said; and I really wish I'd screenshot it:

    It's condescending - players know that the more of the stat we have the more we'll notice it's effects; the response seems insulting to me because it trivializes the actual issue which is design transparency. The effect those stats are having on our characters in regards to precise mathematically determinable ratings and modifiers ought to be easily viewed in the character menu. It's a borderline lie to say that we should "assume simply that as stats that affect this grow larger, the effect will become greater" when certain stats - such as Strength - have hard tiers where you must reach a certain numerical value to see a difference in the amount of damage mitigated when you successfully block or parry. A difference you can only see in your battle log when you parry - that value is static and yet the only way to view it is to go out and find monsters to proc a parry/block and denote the value shown in parentheses. So why is not being shown in my character menu? Why decide to obscure it in such a way that it's a significant impediment to my informed decision making? Why is it you insist players partake in a potentially costly inconvenience while they gather data just to produce conclusive results?

    It makes me feel like my time isn't valued and it annoys me that they want us to "assume" something works the way they say it works just because they say so; when numerous times people have proven that they're very wrong or inaccurate with much of the information they're providing to players in-game through either description or tooltip. (Awareness bug, Fist of Wind tooltip, Steel Cyclone description, Raging Strikes description, and more that have since been fixed for example.)

    Want a real practical application for having Critical Hit Rate percentage value being shown in the character menu? Monk's Internal Release ability increases Critical Hit rate by 30% - but this ability does not modify the Critical Hit Rate numerical value in the character menu when active nor does it have a value showing the adjustments to the rating! So what is it modifying about Critical Hit really? What does "increases" mean? Is it additive? Multiplicative? How does it interact with Wrath stacks on Warrior when I cross class it?

    To me it's lazy design when as a player I have to spend a huge portion of my own time and effort attempting to gather exhaustive controlled numbers in a parse so I can calculate the accuracy of an abilities effect. It's lazy design that I'd have to slot 1 point of Critical Hit per parse to determine if Critical Hit rate is tiered or linear in rate growth when compared to it's numerical stat value.

    I'm not as angry as I was earlier - and I apologize to Hvinire if I came across as snide, but short flippant answers from the development team to what I'm sure many people would consider serious questions about the games mechanics and saying we don't need to have a little more detailed information about our characters - and that we ought to just "assume" something is counter-intuitive at best and insulting at worst.
    I left out the part about what assumption does this time.
    (13)

  9. #129
    Player
    Axidrain's Avatar
    Join Date
    Nov 2013
    Posts
    436
    Character
    Axidrain Fy
    World
    Tonberry
    Main Class
    Archer Lv 50
    Quote Originally Posted by Hvinire View Post
    Hey all,

    We brought up some of the issues raised in this thread and wanted to share the responses with you now:

    In regards to showing the chance for critical hits, the team remarked that there are currently no plans to display this in the UI. Players can assume simply that as the stats that affect this grow larger, the effect will become greater.
    hahahahahahahaha!!! fire that team please. what a joke
    (7)

  10. #130
    Player
    Edellis's Avatar
    Join Date
    Dec 2013
    Posts
    754
    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    Quote Originally Posted by Lemuria View Post
    I think people are missing an obvious reason why they might be unable (or unwilling) to show the actual percentage for critical hits. What if it's not based on a fixed value, but differs depending on the level or stats of the target?
    This is probably the case. The damage forumla for this game are really awkward at times, it has alot of curves built into it that are really vague.


    The real problem is, towards endgame everything starts to kind of blend together, and the player no longer knows the difference between +15 Crit and +35 Crit because the gains gameplay wise are so hard to see. That's something they really need to address.


    Nothing makes me care less than min/maxing, which seems to be what the endgame stats work towards.
    (1)

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