thats called a survival mini game :Pi was also thinking if these released onto you in waves perhaps or even one at time, it would be cool to have something were each mob was a lvl higher then the last (taking away the 10lvl sp cap of course) and just see how long you last. there could be an achievement for time lasted and lvl reached. this doesn't fit in with my general original idea but would still be interesting. now ill have to listen to 100 people tell me why this is a bad idea.
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I think we all need to define what "skillful play" is for each of us, or we may find ourselves arguing around in circles for the rest of the thread.
For me, "play" in an MMORPG can be either gathering, crafting, or fighting. The goal of each is to find materials, make items, or kill something ... respectively.
"Skillful" means a high degree of skill. That (for me) translates into being able to achieve your goal when that goal is either very difficult or complex, or your are at a severe disadvantage.
So, "skillful play" in the context of MMORPG combat would be killing something that is very difficult or complex to kill, or killing something to which you have a severe disadvantage.
This will be the definition that I will be using going forward in this thread. I don't expect everyone (or anyone really) to use my definition as their own. I just wanted everyone to know what I mean for future reference.
Tactics, timing, choosing to use skills per situation, precision of execution? That's what skillful is to me.I think we all need to define what "skillful play" is for each of us, or we may find ourselves arguing around in circles for the rest of the thread.
For me, "play" in an MMORPG can be either gathering, crafting, or fighting. The goal of each is to find materials, make items, or kill something ... respectively.
"Skillful" means a high degree of skill. That (for me) translates into being able to achieve your goal when that goal is either very difficult or complex, or your are at a severe disadvantage.
So, "skillful play" in the context of MMORPG combat would be killing something that is very difficult or complex to kill, or killing something to which you have a severe disadvantage.
This will be the definition that I will be using going forward in this thread. I don't expect everyone (or anyone really) to use my definition as their own. I just wanted everyone to know what I mean for future reference.
skillful play to me means knowing your class and role in a party. As of now this game does not require you to know how to play your class to get to 50, its pathetic. The bat reg system sucks but people should still know how to use it, and if its replaced(cross your fingers) they should now how to use that. Skillful play shouldn't be something reserved for nm's and dungeons, and shouldn't be confused with a challenge, although a challenge does promote skillful play.
SP bonuses are a good incentive for skillful play to keep players at there best even when the challenge may not be life threatening.
yes but once againskillful play to me means knowing your class and role in a party. As of now this game does not require you to know how to play your class to get to 50, its pathetic. The bat reg system sucks but people should still know how to use it, and if its replaced(cross your fingers) they should now how to use that. Skillful play shouldn't be something reserved for nm's and dungeons, and shouldn't be confused with a challenge, although a challenge does promote skillful play.
SP bonuses are a good incentive for skillful play to keep players at there best even when the challenge may not be life threatening.
killing faster doesnt equal skill
its just killing faster
being higher level, having better gear etc etc, all those equate to the same formula of killing faster, doesnt mean you should get rewarded for it moreso
the fact you are getting sp faster for killing faster is your reward
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i never said an sp bonus for killing fasteryes but once again
killing faster doesnt equal skill
its just killing faster
being higher level, having better gear etc etc, all those equate to the same formula of killing faster, doesnt mean you should get rewarded for it moreso
the fact you are getting sp faster for killing faster is your reward
sp bonus should be giving for proper skillchains which are about timing and coordination
also if you recall from before i said they should remove the 10lvl sp cap so you can get max sp from mobs 20-30 lvls above your rank which would take much LONGER to kill but give more sp. These are the mobs that take skill to kill.
Last edited by syntaxlies; 06-29-2011 at 04:28 AM. Reason: add
OK then. Here's a hypothetical situation in a hypothetical game.
A ninja player is in a dungeon where he has to defeat a final boss. The ninja uses patience, knowledge of monsters aggressive tendencies (sight, sound, etc), items, and stealth abilities to avoid all combat until meeting the final boss ... which he defeat in combat.
Now, a samurai player is in the same dungeon and has to defeat the same final boss. The samurai uses tactics, maneuvering, well-timed abilities, items, and her weapon to defeat every monster between her and the final boss ... which she defeats in combat.
So ...
- Who was the more "skillfull player"?
- Who took more risks?
- Who should get more reward?
i dont think a dungeon should be able to be soloedOK then. Here's a hypothetical situation in a hypothetical game.
A ninja player is in a dungeon where he has to defeat a final boss. The ninja uses patience, knowledge of monsters aggressive tendencies (sight, sound, etc), items, and stealth abilities to avoid all combat until meeting the final boss ... which he defeat in combat.
Now, a samurai player is in the same dungeon and has to defeat the same final boss. The samurai uses tactics, maneuvering, well-timed abilities, items, and her weapon to defeat every monster between her and the final boss ... which she defeats in combat.
So ...
- Who was the more "skillfull player"?
- Who took more risks?
- Who should get more reward?
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