I agree. I would like to see more fights be unpredictable. It makes older fights more interesting to repeat. Everything doesn't need to be totally random, but it doesn't need to be scripted either.
I agree. I would like to see more fights be unpredictable. It makes older fights more interesting to repeat. Everything doesn't need to be totally random, but it doesn't need to be scripted either.
They need to be some form Of cool down, so you can't have mountain buster 10 times in a row. But ya as someone already posted yoshi said he did this on purpose, which made me sad.
Merely attaching RNG to boss moves with no limits to how often certain high damage/instant kill moves can be executed is a stupid idea. No idea why people keep thinking that's what you're asking for and using that as their straw man.
Choice is fantastic. I wish more games not only offered choice but made you choose between multiple viable options, rather than funneling everyone into the same mold, just because it's cheaper to produce.
Last edited by faldette; 01-30-2014 at 12:28 AM.
Heh, imagine: Mobs with AI that actually mixes it up, changes not all, but random behaviors and responses when players come into an area. Fantasy? Naw. Coming this spring: http://elderscrollsonline.com/en-uk/...e-eso-dungeons. Please scroll down and refer to the paragragh sub-titled: Monster Behavior.
Not better or worse than FFXIV, but definitely some games are offering more choice. I like choice.
...and from the Gridania forest mysts proceed the souls of warriors and heroes; among which I am honored to serve as part of the One.
Pretty sure they said (Somewhere, god knows where, might've been in the beta forums) that for the pace to be this high is why they kept it largely patterned. Fights would quite simply be slower to allow reaction time. As well as having more relaxed damage. I'm not against this at all, I'd prefer it, but for now the few random / fast things we have that arn't ultra-predictable:
In the HM dungeons: Siren disappears and getting out of the way or being in the middle is a choice you make, you just can't react to that well, it's far too fast and the aoe when she charges is insanely wide. (I'm well aware you /can/ react to it by standing about halfway between the edge and middle, but ye gods is it hard when you have to also look for where she appeared if she's charging.)
Then Power Attack in Copperbell. Unless you're already moving it will hit you 95% of the time, its cast time is so quick. Thankfully it directly follows his pushback aoe so knowing when to move is not too hard usually.
The mobs on the first fight in Sirius cast so quickly it's incredibly hard to dodge unless again you're already moving or you stun them. (as a monk I can only stun them every 40 seconds (Telestun doesn't work at close range), so I can only do it every other one usually).
This is coming from someone who can waltz out of titans plumes and always has done. They'd have to alter huge amounts of fights, or make any random ai fights be far more forgiving.
I like fights with some memorization but it should be more about timing and reaction like most mmos.
Fights like FFXIVs does nothing but promote video watching and newbie hating.
Last edited by Doo; 01-30-2014 at 12:33 AM.
Memorization has been part of video games since the beginning. Like it or not - but being good at memorization is a video game skill. There are countless amount of people who love the Dark Soul's series and those boss fights are all about memorization. In fact, many people love FFXIV because it's one of the only MMOs that offers that old NES style memorization gameplay. Most MMOs you can be good at purely by playing a lot and earning the best gear. FFXIV actually requires you to have gaming skill. I for one enjoy it.
The pattern is required. But also randomness need for the actual thrill.
These new MMO relies on pattern and if you miss that, you die. There is no "adapt to the new situation", everything from start to end is already scripted.
The game is playing you.
Goodbye, Final Fantasy...
There are patterns even in martial arts, so yes patterns are needed, but what we have here is not a pattern not even battle, it's just a test, and i had enough of them in the school.
To design a good battle you have to mix randomness, patterns and AI.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.