Pretty sure you're forced to walk everywhere when you run out of Anima so...
...it can't exactly be de facto.
Pretty sure you're forced to walk everywhere when you run out of Anima so...
...it can't exactly be de facto.
I still cant see where is the problem of adding icons to the game, if you dont like it you just turn it off (if able), like the other icons, i think it will be very handy in many situations .
My opinion is that an enmity meter isnt really needed, but we'll see what happens with it.
While Dragon come off as a rather insulting individual, hes not wrong when it comes to de-facto requirements. We need to stop pretending like features like these are actually optional, because the reality of playing is that certain things are absolutely expected of you and you can't simply turn them off and say to your group "well I don't want to use that." Or you could, see how well it turns out. <.< I don't think I want to wear gear to my next party either... (if such things even mattered in XIV at this point)
People who are against it have every right to complain regardless of if its 'optional', because it *will* be imposed on them unless they close themselves off entirely from the community and do everything in some <very> little clique - not a very sustainable approach.
I'm not a big fan of this personally, but its not really that big of a deal imo.
Dear Developers,
You are doing it again! What do you really think this will achieve? Seriously, have you even thought about this longer than 5 minutes?
Why don't you realize that we are, contrary to popular believe by some game designers, curious and resourceful enough to figure it out ourselves. We want some things to be hidden and we will find a way to figure them out. Don't you get it?
Hidden Stats = Bad, hiding something we need to compare armor/spells with. Given that we still will find out eventually cause we are that curious.
Hidden Enmity = Good, because it gives us room to experiment and get good at something, in this case battles.
Why don't you just give us a button that does the whole fight for us. Clearly you think we are too stupid to play your game without a ton of visual aids (quest NPC ! i look at you).
The whole hidden enmity makes room for us to explore and learn. We don't want to be treated like 5 year olds that need blinking warnings that we did something wrong. If we draw hate we LEARN and don't do it again. We get better at it and players that can walk the thin line of hate control will be what we are call good players.
We are not stupid SE, we can figure this out for ourselves. Why don't you just stop treating us like idiots and add meaningful content to the game.
You are loosing more and more credibility every day.
Sincerely,
Skyrant Kangaroomouse
Is 20 dmg for the hit like 30 dmg if a RNG shoots?
No DRG for party, camp spot site with 30 dmg, but is it for 20 like 30 dmg when you no hit be it for dd, for 30 dmg instead? or half is 10 for 20 dmg?How i mine for fish?
I'm in favor for this feature, like YoshiP said in his letter/interview the game is designed for newer generation and he will try to lay out as much information that can be viewed up front; now it's up to the players to decide how well you or your friends (party) can come up with strategy to use those information to challenging harder things. (let it be mobs, raids, other new contents in the future)
I'm old school RPG player, but hey times are moving like YoshiP said, I'll try it out first and if I don't like it then I'll start bi***ing lol (But I still say older games were more challenging... some too hard, but the feeling you get after beating the game was good)
Well they stated threat will be more like WoW, an actual value that doesn't deteriorate meaning each ability will have a set amount to it and each point of damage to a mob will most likely be 1 point on the scale. They are only showing it in 4 different icon colors represented as a % (Flashing red = 100%). This means a tank can never feel safe as they will also never know the exact lead they have over the other members. Essentially the "meter" is worthless for the people tanking, but more as an indication to everyone else when they might come close to taking the mob.
Also all this WoW talk.... Heroic LK wasn't "difficult" it was just really gimmicky... the last real difficult fight in WoW was pre-nerf Muru. I beat HLK 10man at 5%, and HLK25man at 10% as well as Pre-nerf Muru. HLK only "seems" difficult because of the void zones in phase 2 which make your entire raid forced to pay attention 100% for about 4 minutes or you wipe... simple as that. If they added .5s on the voids cast time or made it grow .2s slower we would have beat it at least 50 attempts sooner. We consistently got through P1 on our first night, and the first time we beat HLK25 was only the 2nd time we entered P3. Its all about the void zones.... void zones != difficult, just stupid.
Muru was actually difficult, everyone had to perform at 95%+ the entire fight to win, no gimmicky instant deaths or wipes. You miss transition = you fail = wipe. DPS pulls off side tank = you fail = you wipe due to loss of DPS.
Also someone asked for a difficult fight in FFXI... you ever try Vrtra before people learned about meele burning HNMs? When you had to either straight tank it, or kite it.
For Vrtra you had to deal with 20 adds in his room on roughly 8 minute pop timers, 4 adds spawned every 30s which also shared hate with Vrtra (meaning blink tanking Vrtra instead of blood tanking him might cause a wipe). Vrtra also could Charm your MT meaning you must rotate 3 tanks in for fear of your 2nd tank getting owned while the first was charmed.
Also Vrtra had Tebid Wing which hits everyone + sleeps + he can do this more than once in a row. At 20% HP in FFXI mobs used WS's at 100% instead of 200-300%. Oh and HNM's had auto-TP refresh Have fun when Vrtra does Tebid Wing back to back at 3% within 6 seconds and kills everyone instantly. Not to mention all other difficult aspects of the fight such as the 4 adds every 30s, and the world mobs repopping on you and the charms all continue to happen.
Basically it required the 40-60 people involved to be on the top of their game for 1.5 to 5 hours not silly 7-10 minutes like WoW requires.
Honestly if you look at it, you could even say that M'uru is a copied version of Vrtra on WoW. Eventually every FFXI content "Became" easy but for us that did the higher end content very soon after release it was very difficult... the same goes for WoW its just that the FFXI content lingered around for so long no one even remembers how difficult it once was or if they even had attempted it when it was still difficult.
Obviously Vrtra became a push over after people learned to melee burn but this was several months before people seemed to figure that out, oh and everyone's gear sorta still sucked at this point and there wasn't merits iirc.
The above sounds ridiculous and I hope 1.5 - 5 hour raid bosses never appear.
So those against think they making ff too accessible for new players.. To be honest i actually liked it in ffxi that they did NOT tell u every stat, every number, every level, everything about all mobs/even your own char it made it a bit more rewarding to veteran player and totally frustrating to new players, but new players are customers so...
I welcome all these additions with open arms.
|
![]() |
![]() |
![]() |
|
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.