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  1. #1
    Player
    Magis's Avatar
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    Aug 2013
    Location
    Ul'dah
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    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by PinkDeadly View Post
    For the record who actually feels any danger or threat from PvE content in anything?

    I'm serious. When it comes to anything PvE and proving you're the best at it I just assume you've simply spent more time on it.

    The idea that people are mad because other people can get the same gear as them so they feel less special is kinda funny to me actually.
    The only time I feel threatened in FFXIV 2.0 is the Morbol fight while doing Alexandrite Maps, and Coil. Heck coil isn't really "threatening", I am just following a step dance. There isn't a feeling of "wow we pushed real hard and barely made it", rather "ok, who screwed up procedure 2 in phase 3".

    Quote Originally Posted by hyperhelios View Post
    P.S. If you haven't watched this week's Jimquisition about what's wrong with SE, I think it's brilliant...
    Huh, interesting review. Video for anyone: http://www.escapistmagazine.com/vide...th-Square-Enix
    (5)
    Last edited by Magis; 08-09-2014 at 10:29 PM.

  2. #2
    Player
    Fendred's Avatar
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    Jun 2011
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    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Magis View Post
    The only time I feel threatened in FFXIV 2.0 is the Morbol fight while doing Alexandrite Maps, and Coil. Heck coil isn't really "threatening", I am just following a step dance. There isn't a feeling of "wow we pushed real hard and barely made it", rather "ok, who screwed up procedure 2 in phase 3".
    To be honest, most games use scripted fights. I think having a more tactical combat system would be good, but at the same time we'd see less updates, so its a trade off. AI opponents take more code than scripted ones. On the other hand, an AI opponent in a system that offers different tactical decisions would have more replayability, which is highly desirable for end game. Plus, if enemies could adjust their strategies for dealing with players, it would mean the end of farming parties, because no single strategy could consistently guarantee victory. I think that would be a huge benefit to the community.
    (1)

  3. #3
    Player
    Magis's Avatar
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    Aug 2013
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    Ul'dah
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    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Fendred View Post
    To be honest, most games use scripted fights. I think having a more tactical combat system would be good, but at the same time we'd see less updates, so its a trade off. AI opponents take more code than scripted ones. On the other hand, an AI opponent in a system that offers different tactical decisions would have more replayability, which is highly desirable for end game. Plus, if enemies could adjust their strategies for dealing with players, it would mean the end of farming parties, because no single strategy could consistently guarantee victory. I think that would be a huge benefit to the community.
    Well, from what I hear Ifrit was a lot more random back in 1.0. You don't need a giant AI system, just checks and balances so that a no-win scenario ends up happening (IE, Titan gaoling twice in a row). It would force players to react and adapt, rather than just look at a rotation image and memorize. Also, the older games had a larger set of skills to choose from, as well as types of skills. Debuffs to enemies, Buffs to players, and mechanics such as elemental wheels.

    Quote Originally Posted by Colt47 View Post
    In terms of raiding at end game, many MMOs have taken a Visual Novel style approach to progress, which is to say that no matter how smart or fast someone is, the fight is designed so that the only way to survive a specific point is to die at that point first. Often, a player may have to die repeatedly before they learn exactly what they are supposed to do at that step in the encounter. It's not a bad system, but the system is definitely not for everyone as I can think of more than a few people who got fed up with it. In fact, the only place where I've seen this system embraced in all aspects of the game is Dark Souls and Demon Souls.
    You can have mechanics, but there should be more to the jobs we are using then pumping out damage at a certain rate. The combat system was simplified down to just the most basic of the "trinity". As I said in one post... you can strip all abilities from the characters, and have the boss tick down at a X rate per second, and you'd end up with the same game. There is no choosing which ability is best for which changing scenario, rather memorize and do the rotation over and over until dead, while dodging some mechanic set for this boss. The closest I have seen that in ARR is playing as a healer due to a lot of changing factors (mostly players screwing up lol) which gives it it's own fun.
    (3)

  4. #4
    Player
    Colt47's Avatar
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    Jun 2011
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    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Magis View Post
    The only time I feel threatened in FFXIV 2.0 is the Morbol fight while doing Alexandrite Maps, and Coil. Heck coil isn't really "threatening", I am just following a step dance. There isn't a feeling of "wow we pushed real hard and barely made it", rather "ok, who screwed up procedure 2 in phase 3".



    Huh, interesting review. Video for anyone: http://www.escapistmagazine.com/vide...th-Square-Enix
    In terms of raiding at end game, many MMOs have taken a Visual Novel style approach to progress, which is to say that no matter how smart or fast someone is, the fight is designed so that the only way to survive a specific point is to die at that point first. Often, a player may have to die repeatedly before they learn exactly what they are supposed to do at that step in the encounter. It's not a bad system, but the system is definitely not for everyone as I can think of more than a few people who got fed up with it. In fact, the only place where I've seen this system embraced in all aspects of the game is Dark Souls and Demon Souls.

    As far as the Jimquisition video, that is a problem with more than just Square Enix. There are a ton of overdone designs from a number of big name publishers in the east when they really need to simplify and get some kind of identity going. The classic armors in Final Fantasy XIV are actually better done than some of the newer styles from Coil, and the new divine war set has a few too many angles on it, making it look weird when viewed from the front. My mithril armor set at level 40 is still the most knightly armor I have.

    Actually, the end game weapon designs have been ludicrous across titles, recently. I've had to mod my Skyrim just to make my swords not look like giant paddles, and as much as I like my glowing swords in FFXIV, They still seem ridiculously cumbersome.
    (2)
    Last edited by Colt47; 08-09-2014 at 10:45 PM.

  5. #5
    Player
    Virtuso's Avatar
    Join Date
    Mar 2011
    Posts
    285
    Character
    Virtus Kerensky
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Magis View Post


    Huh, interesting review. Video for anyone: http://www.escapistmagazine.com/vide...th-Square-Enix
    Thanks for the vid. Never heard of this guy but agree 100% with SE's problems. Really hope they listen and get their grove back sooner rather then later.
    (0)