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  1. #61
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Little mantra in my head whenever I'm doing anything...

    Titan HM as DPS ->
    Stack, Break, Stack, Break, North Edge -> Jump
    Break, Stack, Break, Stack, Break, Stack, North Edge -> Jump
    Break, Stack, Break, Marker, Break, Stack, Break, Gaol, Stack, Break, Stack, Break, Safe Zones, North Edge -> Jump
    Break, Heart, Gaol, Break, Limit, Heart, Stack, Break, Gaol, Stack -> Earthen Fury
    Stack, Break, Front/Back/Left/Right/Marker/Safe Zones + Lure, Break, Gaol, Stack, Break, Repeat until Finished.


    Everyone eventually learns or partially picks up a similar understanding; if they don't they likely have a hard time getting through the fight - ie. eating a plume, eating a bomb, flying off

    It varies slightly - Healer and Tank have to additionally remember "Mountain Buster" in the final phase mantra. Healers learn to time their Medica II right as Tumult start, and how to precast Medica on Jumps and begin moving to avoid plumes, Tanks learn how to stretch their CDs and prepare for Buster etc.

    If you've got a voice chat and someone with a good memory they can just recite what's coming next so people can prepare - this is how our Australian friends started getting through the endgame content.

    Grouping in FFXIV boils down to memory and meeting gear checks; everyone demands experience - they want you to know the pattern, be able to recall it accurately, and execute accordingly. This demand is usually accompanied by gear requirements - people are human and they can't maintain a perfect repetition indefinitely; we break down, we make mistakes, we lose focus, or our dexterity suffers - this is why many fights seem impossible in lower item level gear.

    The last factor in grouping is latency; connection to the server is vital. If your connection is unreliable you are, by extension, unreliable.

    ^ FFXIV and FFXIV's community have several draw backs; and with the vehicle of Duty Finder/Instanced content coupled with this style of content it quickly breeds a hostile environment.

    Personally: I enjoy playing FFXIV with people I know; something I feel developers continually discourage by using excessive reward and content lockouts, limited social interaction within your server, and almost no content geared toward large groups (Free Companies & Linkshells) that is not cosmetic (Housing) or badly implemented (FATE),

    I don't include Crystal Tower yet because I am holding onto the hope that we will, someday, be able to queue with a 24-man pre-made Free Company Alliance.
    (5)

  2. #62
    Player
    Eclipse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    383
    Character
    Eclipse Haven
    World
    Hyperion
    Main Class
    Astrologian Lv 70
    I would like to see random.
    (0)
    TMPST Est. 1.0
    Tempest Free Company of Hyperion

  3. #63
    Player
    ulti_19's Avatar
    Join Date
    Dec 2013
    Posts
    174
    Character
    Ulti Mate
    World
    Gilgamesh
    Main Class
    Gladiator Lv 70
    Although I'd like the AI to be more counter active and responsive, I still enjoy the battles, especially pvp, since that is player vs player and always random. That is why I hope they introduce major upgrades to FF style pvp, like adding front-lines etc. But when you look back at the history of video games, almost all bosses/enemies have patterns. Mega-man, Zelda, final fantasy series, most fighting games- all these games had routine fights once you memorize the fight. Even the first mega-man game where you have to fight the giant blob dude lol. At first I thought the fight was hard as hell, until I realized every time he shifts from one side to the other, it was all timed or in a sequence. Almost every games bosses were like this.
    (0)

  4. #64
    Player
    Nayto's Avatar
    Join Date
    Aug 2012
    Posts
    745
    Character
    Blake Ater
    World
    Excalibur
    Main Class
    Marauder Lv 65
    Quote Originally Posted by Synapse View Post
    This system is made for the people who can't do well when the monsters do random things. Things needed to be in pattern for these generation to "win" anything. Even with that people fail. If the monsters do random attacks, most of the population would never finish anything.

    *win = give it for free*
    Even with an AI people will just look up "Easiest party build to not deal with BS" and would try to make the fight as braindead as possible.

    Quote Originally Posted by ulti_19 View Post
    Although I'd like the AI to be more counter active and responsive, I still enjoy the battles, especially pvp, since that is player vs player and always random. That is why I hope they introduce major upgrades to FF style pvp, like adding front-lines etc. But when you look back at the history of video games, almost all bosses/enemies have patterns. Mega-man, Zelda, final fantasy series, most fighting games- all these games had routine fights once you memorize the fight. Even the first mega-man game where you have to fight the giant blob dude lol. At first I thought the fight was hard as hell, until I realized every time he shifts from one side to the other, it was all timed or in a sequence. Almost every games bosses were like this.
    Just as this video explains, lol.
    (0)
    Last edited by Nayto; 01-30-2014 at 07:01 AM.

  5. #65
    Player
    Tahldon's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    489
    Character
    Tahldon Boyoikoh
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by MasamuneBranford View Post
    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.
    I wholeheartedly concur with this sentiment. There have been "Master Boss Patterns" since way back when in gaming. Try playing through Contra Hard Corps (Sega Genesis), BattleToads (NES), or any of the Megaman games. There are parts to remember in all of these games in order to get through them.

    Memorization has always been in games, it doesn't surprise me that it found its way into this MMO.
    (0)
    Well... "Common" sense isn't all that common anymore, now is it?

  6. #66
    Player
    Doo's Avatar
    Join Date
    Oct 2013
    Posts
    1,113
    Character
    Buster Posey
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Tahldon View Post
    Memorization has always been in games, it doesn't surprise me that it found its way into this MMO.
    Single player games are ok for it but when you have to rely on 7 other players it gets pretty stupid. Unless you play in a bubble of players you know. Maybe it wouldn't be as bad if the party size was 4 players since it's a lot easier to find 3 competent players.
    (1)
    Last edited by Doo; 01-30-2014 at 07:11 AM.

  7. #67
    Player Taruranto's Avatar
    Join Date
    Aug 2013
    Posts
    697
    Character
    Archs Crysta
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    It's boring and make getting through a fight with people who haven't done it before a chore.
    (2)

  8. #68
    Player
    ShadowDan's Avatar
    Join Date
    Nov 2013
    Location
    Ul'dah
    Posts
    275
    Character
    Kirina Falkov
    World
    Malboro
    Main Class
    Thaumaturge Lv 100
    As others have mentioned, having set patterns to everything means that each attack you get hit by will essentially one-shot kill you. That is bad when you are in a group with 7 other people. One persons fucks up one time in a 10 minute fight and it's game over. That's bad game design.

    Having a certain element of randomness to fights would allow designers to give enemies attacks that don't one-shot and instead test the skill of the players. It would make good players stand out more and make fights less repetitive. You'd always have to think about what you are doing instead of clicking on auto-pilot.

    Just my two cents.
    (3)

  9. #69
    Player
    Ri_ri's Avatar
    Join Date
    Sep 2013
    Posts
    959
    Character
    Kaguya Houraisan
    World
    Behemoth
    Main Class
    Thaumaturge Lv 61
    Quote Originally Posted by Taruranto View Post
    It's boring and make getting through a fight with people who haven't done it before a chore.
    ^ this.

    Don't create a casual MMORPG then make it so the only way to "get good" is wiping on a boss over and over until you memorize it. It's beyond retarded. No wonder people are quitting, when they get so much shit for "not knowing the fight" (which means, knowing what the boss does step by step or die and drag the party with you).
    (4)

  10. #70
    Player
    Onidemon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,414
    Character
    Aaran Oni
    World
    Faerie
    Main Class
    Gladiator Lv 70
    I don't like to memorize fights. I'd rather have a fight that tests your skills and reaction time. Don't make bosses use the same patterns so that you HAVE to memorize the fight to win. Make it random so that it is all about your ability to dodge and adapt to the fight as it progresses.
    (0)

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