Bottom Line - If memory is not a gaming skill then why is only 5% of server populations beating Titan Extreme?


Bottom Line - If memory is not a gaming skill then why is only 5% of server populations beating Titan Extreme?
Disagree. Knowing exactly what each boss is going to do in what order and how to combat it makes for a simplistic and not overly exciting fight. My definition of "good encounter design" would vary greatly from yours.Any well designed boss fight worth its salt is going to have patterns for players to recognize and exploit because that is the basis of good encounter design. A boss that switches tactics is merely changing his attack pattern, which in turn is a pattern that players can recognize. If I do action x, he will start doing x, y, z, but he will do a, b, c if I do something else.
Sorry random does not mean hard.
In fact random means.. random. Sometimes hard, sometimes very easy! I loved in rift pulling bosses until they happen to not do some combination of impossible mechanics, real challenging.
Now if you mean the order of scripted events should be slightly more random within doable conditions... ok? Still would be very easy if you think otherwise.... you are bad.
Seriously you don't need to memorize any of the fights to do them. (besides maybe the general idea of phases on twintania (not the order within each phase)
I certainly didn't memorize any of them on my, and my groups, first kills.
Extreme titan took 3 pulls. So.... if you think we memorized it in 3 pulls...... make more excuses for your being bad.
this , the problem with ffxiv bosses is that are hard the first some trys , after u learned every step is a snoozefest....the only thing that make this bosses interesting are the lag spikes :P.....im gonna dieeeeeeeeeeeeeeee lag spike of death!!!!!The trouble with set patterns from bosses is that SE makes them all one shot or nearly one shot you. The idea being that once you have memorized the fight, there is no challenge because you can avoid all damage. It makes the fights very boring once you get over that initial hill.
Personally, I think this is poor design and would much prefer a more random rotation with more room for error. This would require the removal of one shot mechanics that SE loves so much though so I sincerely doubt it will ever happen.
Static pattern on bosses are BORING....u know what will happen the whole battle . now the boss does that...and after that will do that...../loop
Last edited by Warlyx; 01-30-2014 at 03:04 AM.



I see lot of ppl saying they don't memorize the battles, you are wrong, what you are experiencing is experience through repetition, you're unconsciously memorizing the battle, that's why it feels so boring, the proof is that you can't win any of the hard battles on the first try, for exanple, there are 2 deadly points on garuda EX, you can win the battle on the 3rd try but not 1st nor 2nd, and even if someone says they won before the 3rd try she/he's is lying or was just lucky.
I never felt excited in any battle of ARR, scripted battles are a lazy, poor and bad design, anyone can design an scripted battle because they require near to no balance and even less if they have lots of 1shot mechanics.
Every fight being scripted gets boring fast.
Full random fight might be ok, but only if it is "draw from the bag", where an enemy cant use the same ability again until every ability from the set got used.
There is also another option - every enemy ability has a cd, and enemy has true AI.

Personally I think scripted is easier and a bit boring. That isn't to say I don't enjoy these fights, there really should be a mix of both IMO. Right now we have it just one way and it makes fights play out way too much the same all the time. Either a group doesn't get it and we wipe and do the exact thing over again, or we do well and it played out nearly exact as all my previous wins.
I've done Titan EX so many times I can sleep walk through it. If I get people on vent less familiar I literally call out every dodge they need to do. The only thing that keeps me half interested is post heart pickup on adds, dodging their land slide and goop, and the line bombs put on Titan's face or goop side.. really the only things that require an iota of thought process. People still fail because they don't take the time to pay attention to the rotation. I am sure there are people still doing it for their 3rd-5th time who still don't know its totally scripted.. Just memorize plumes (most right after stomps lawl) and moving will get you through most the fight.
I don't mind that some or many of FFXIV fights are scripted but unforgiving, I just wish there was *SOME* mix of random in the fights. Like 80% scripted fights to 20% random fights would at least liven it up a bit.
I never fully memorize the scripts. My brain just doesn't work that way. I'll remember "when XYZ gets to whatever% HP this ad will be summoned" or "have to dps this down before this happens", but I'm never going to really the patterns of attacks.
Because of that, it's almost non-scripted to me. While everyone else knows to run to Point A at this second, I'm probably gonna get hit and need to adjust my attacks and cool downs. I play by ear mostly and I don't use macros.
The only reason I don't care for scripted fights is that other players will chew you out if you haven't perfectly memorized the scripts and if you make mistakes. The community hurts the game more so than anything that's IN the game.

Most MMO boss fights are now scripted. Boss uses certain ability at set intervals, either by time or hp percentage. I am OK with this as long as the mechanics to say avoid ability or survive it are interesting. Dodge mechanics are way overuse in this game. I would like to see some double edge sword mechanics were to avoid damage maybe necessary, but if you do someone else will eat a hit or need buff/debuff provided by getting hit to meet an additional mechanic in the fight.
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