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  1. #1
    Player
    IgnisFatuus's Avatar
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    Sep 2013
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    Character
    Ignis Fatuus
    World
    Shiva
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by allecs View Post
    Also Titan isn't hard, what makes it "difficult" to complete is this game's .3 second lag and then people's isp's lag on top of that. I don't even understand why they made a game based off dodge but went with crappy servers with a .3 second delay, what?
    wasnt that updated to a 0.1 second check? also, this mmo handles everything server-side, not client-side like basically every other game. sure, there's some additional lag for us eu players, since we cant do much about the ping to canada, but I doubt "crappy servers" is a thing.

    (not saying anything about the _value_ of the dodge mechanics, just some factual correction.)
    (0)

  2. #2
    Player
    allecs's Avatar
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    May 2014
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    Character
    That Player
    World
    Balmung
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by IgnisFatuus View Post
    wasnt that updated to a 0.1 second check? also, this mmo handles everything server-side, not client-side like basically every other game. sure, there's some additional lag for us eu players, since we cant do much about the ping to canada, but I doubt "crappy servers" is a thing.

    (not saying anything about the _value_ of the dodge mechanics, just some factual correction.)
    Nope only SOME end game stuff was updated to .1 seconds they said they couldnt make the entire game like that because it would be too much on the servers.
    But still not clue why they would make a dodge based game and then have it server side instead of client side e.e

    Quote Originally Posted by Velthice View Post
    I can not think of any mmo outside of eve online where the answer to boss doing x is not to do y every time. Also you keep talking about dodging, which is only relevant to titan and a small footnote in absolutely everything else. Please tell me how dodging trivializes t7, tell me how dodging saved you in t8. Did titan scar you that much that you just can't see past it? Is he the end all be all of your world?

    Also lol at "one way to do everything." There have been multiple, equally effective ways to clear content since first coil.
    What? Mostly everything is dodge, even with normal mobs there's "dodge" And titan isn't hard to me lol I passed it and run it for fun so lets try to throw up something that's actually hard and scary? Cause Titan isn't.
    You've played some sad mmos or either don't remember correctly cause I've played almost every one out and there's more than "Swap tanks at x buffs and dodge" involved.
    (1)
    Last edited by allecs; 08-10-2014 at 11:49 AM.

  3. #3
    Player
    Velthice's Avatar
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    Sep 2013
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    Character
    Ozzie Nyandias
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by allecs View Post
    What? Mostly everything is dodge, even with normal mobs there's "dodge" And titan isn't hard to me lol I passed it and run it for fun so lets try to throw up something that's actually hard and scary? Cause Titan isn't.
    You've played some sad mmos or either don't remember correctly cause I've played almost every one out and there's more than "Swap tanks at x buffs and dodge" involved.
    Snap son, you must have done Ultima bard mode too! All my arguments have fallen to pieces. oh wait, no they didn't, and the only thing you've demonstrated is that you have painfully limited experience with anything outside of the odd primal. Also please tell me about these mmos with amazing encounter design. be specific, I'll be checking your answers.
    (3)

  4. #4
    Player
    allecs's Avatar
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    May 2014
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    That Player
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    Balmung
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    Alchemist Lv 50
    Quote Originally Posted by Velthice View Post
    Snap son, you must have done Ultima bard mode too! All my arguments have fallen to pieces. oh wait, no they didn't, and the only thing you've demonstrated is that you have painfully limited experience with anything outside of the odd primal. Also please tell me about these mmos with amazing encounter design. be specific, I'll be checking your answers.
    What are you talking about? I've been in coil and guess what!? MOAR DODGE lol Coil is not hard and ONE dungeon doesn't not make up for the ENTIRE game lol. Please stop.
    (3)

  5. #5
    Player
    Velthice's Avatar
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    Character
    Ozzie Nyandias
    World
    Sargatanas
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    Dark Knight Lv 100
    Quote Originally Posted by allecs View Post
    What are you talking about? I've been in coil and guess what!? MOAR DODGE lol Coil is not hard and ONE dungeon doesn't not make up for the ENTIRE game lol. Please stop.
    Nah it looks like I'm hitting a nerve. Speaking of dodging, cool dodging of my question. Since that one was too hard for you, I guess I'll throw a soft ball. This should be easy for you. What makes an interesting encounter to you? Because to me it sounds like you just want every boss to be a tank and spank affair you and the boss just beat the crap out of each other until one of you dies. How exciting~

    in fact i'm going to pose that question to everyone reading. What makes an interesting encounter to you?
    (0)
    Last edited by Velthice; 08-10-2014 at 01:16 PM.

  6. #6
    Player
    Exstal's Avatar
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    Oct 2013
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    Uldah
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    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Velthice View Post
    What makes an interesting encounter to you?
    Titan Extreme.

    Why? I love when people die to landslide. It's the only fight that I would voluntarily redo in this game.
    (1)

  7. #7
    Player
    Krr's Avatar
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    Sep 2013
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    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Velthice View Post
    in fact i'm going to pose that question to everyone reading. What makes an interesting encounter to you?
    Just within what can be done in the game engine, let's see~

    I'm going to assume these fights were being done when they were relevant and nontrivial. None of this 'echo' or 'doing first coil for fun at item level 90' or 'strats that were reliant on being overgeared' crap. Mind you, I don't conceptualize any of these fights as the peak of the game's design potential, but they clearly shine above the other recent releases.

    Caduceus: Actually very little dodging. Judgement calls need to be made by the party on the spawning of adds, though usually with a designated spawner, occasional tail swipe baiting might constitute 'dodging'. Main 'mechanic' of the encounter is the method by which the boss's damage excaberates over time until eventually becoming lethal (soft enrage, essentially,) and manipulating it through the feeding mechanic. Boss split gives both tanks something to do other than 'swap every x seconds'. Players essentially need to coordinate separating and killing both snakes roughly close to each other to avoid essentially resetting or unnecessarily lengthening the encounter.

    ADS (pre-enrage): Multiple routes of what are essentially trash throughout the lair that actually determine what mechanics are used and give benefits or disadvantages based on party compositions. Two classes (brd, pld,) have a special role that involves using Silence (should've been more viable for monks and scholars to use too, tbh, but class design issues.) Tanks tank swap, mixing up the usual reliance on adds the game had for offtank duties at the time. Main mechanics to watch out for were a plague pass, and visible encounter-long enrage timer, with some (admittedly quite a bit of) aoe peppered throughout. But a lot of longer-term coordination and team decision making was the name of the game here.

    T4: Literally an elevator fight from an action game. Almost no dodging but constant, frequent movement as two tanks have to coordinate a large number of smaller enemies. DPS have to be both meeting a minimum check to pass each phase while still metering out high burn for two heavy DPS check phases. Casters are special in that they deal high AOE damage, melee are special in that they can do heavy burn on dreads or other meaty targets that arrive. Tanks have to manage cooldown timing and healers have to be ready for lethal pressure damage during given phases.

    Thornmarch ex -very little dodging at its core. DPS have to coordinate and actually throttle themselves a bit while still meeting minimum requirements, and use an actual combat mechanic that most casters have been taught through experience (interrupting casts with damage). Healers are primarily concerned with staying outta trouble and keeping certain debuffs purged. Judgements have to be made on when it is safe to push the fight while still keeping it moving. DPS have to watch their combat resources in the form of cooldowns, and make sure they have them available for the end of the fight while still doing their jobs decently.

    Ramuh EX: Recent, but actually pretty well-thought from what I've played of it. Avoidable damage is present to keep players (especially melee,) aware and moving once in a while, but the main core of the fight revolves around managing a global resource (lightning orbs) and enforcing certain static (HEH) positioning requirements (thunderstorm). The obligatory thematic primal enrage check with a twist- melee need extra awareness for this one due to pressure damage from thunderstorms, and everyone needs to be focus firing (not that they shouldn't be at this point.) Chaotic Strike could be something you need to 'avoid' but it's by and large a party coordination check to make sure players get cleaned without being blown up by their lovely volunteers.

    Players will always have established methods for strategizing out encounters. Hell, T4 charts practically looked like a series of football plays. But it's very possible to design encounters where classes actually feel out their uniqueness beyond just 'DPS number' or 'HP Bar' or 'HP Bar Manager' (AOE vs. ST? Burn vs. Sustain? Damage prevention or damage recovery?) and even perform utilities that aren't directly related to their role (Silences and stuns, anyone? Kiting? What about all those other debuffs on our bar we never get to use?,) or have to push their class mechanics to their limits, and individual players have to make real-time decisions. Fights with set patterns of AOE to memorize or mechanics that have predetermined, static solutions don't do this.

    Good fights use AOE to create pressure. Bad fights use AOE to create dance dance revolution patterns.
    (3)
    Last edited by Krr; 08-10-2014 at 02:19 PM.
    video games are bad

  8. #8
    Player
    Velthice's Avatar
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    Sep 2013
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    Character
    Ozzie Nyandias
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Krr View Post
    Just within what can be done in the game engine, let's see~
    This is a nice post, thanks for sharing.
    (0)

  9. #9
    Player
    allecs's Avatar
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    May 2014
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    55
    Character
    That Player
    World
    Balmung
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Velthice View Post
    Nah it looks like I'm hitting a nerve. Speaking of dodging, cool dodging of my question. Since that one was too hard for you, I guess I'll throw a soft ball. This should be easy for you. What makes an interesting encounter to you? Because to me it sounds like you just want every boss to be a tank and spank affair you and the boss just beat the crap out of each other until one of you dies. How exciting~

    in fact i'm going to pose that question to everyone reading. What makes an interesting encounter to you?
    Lol you aren't hitting a nerve at all I just think it's ridiculous how people are like "This game is too easy" Or "Needs something or than dodge" And you're like "BUT COIL IS HARD!111" Like huh? Lol

    And interesting encounter to me is something actually hard, something with adds that actually do damage and takes awhile for to kill them. Bosses doing moves that you can't stun or silence. Having more than one rotation that consists of 3 buttons, 4 tops. Bosses that don't the exact same thing, at the exact same time, EVERY time.
    (0)

  10. #10
    Player
    Velthice's Avatar
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    Sep 2013
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    552
    Character
    Ozzie Nyandias
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by allecs View Post
    Lol you aren't hitting a nerve at all I just think it's ridiculous how people are like "This game is too easy" Or "Needs something or than dodge" And you're like "BUT COIL IS HARD!111" Like huh? Lol

    And interesting encounter to me is something actually hard, something with adds that actually do damage and takes awhile for to kill them. Bosses doing moves that you can't stun or silence. Having more than one rotation that consists of 3 buttons, 4 tops. Bosses that don't the exact same thing, at the exact same time, EVERY time.
    I await news of your t9 kill with bated breath in this, FFXIV ARR "An Easy Video Game"

    Quote Originally Posted by Luvbunny View Post
    In FFXI, endgame stuffs also includes the following: Boss has weakness depends on HP percentage, (example: 100% weak to piercing, 75% weak to slashing, 50% weak to blunt, etc...) Boss could also have elemental weakness (aura has to be removed by certain spells or it will have a very high PDT), Boss also will do crazy moves if it is not stunned, or it will do another crazy move if you don't stun it after it performs certain move, and it will happen random, so your stunner has to watch it. Boss also will perform deadly moves if you cannot enfeeble it (blind, silence, etc). They should add something like this to FF14, though it could be at the cost of certain jobs XYZ will be preferred over the others for certain boss encounter.
    I like the deadly attack idea, not so much the weakness because of the exclusion reason you mentioned.

    Nothing wrong with action mechanic. But we need more of Stone Vigil Hard mode boss - so people actually pay attention Less tank and spank but more teamwork effort. If you play DD and have tunnel vision you will die fast - need more of this mechanic to prevent zerg and please make it so that it is far far harder to play DPS effectively. Ninja seems like a step in the right direction. DPS jobs should be the hardest to play, period.
    I'll agree with this. In fact I believe I heard we'd be getting more stone vigil-esque bosses since it was recieved pretty well. I'm interested to see what they'll do with it because right now, it's kinda easy. Soloable even.

    Quote Originally Posted by Gardes View Post
    If taking 1.xx dungeons and putting it into ARR means that the dungeons was meant for ARR and 1.xx was an after thought, what does it say about the monsters in this game then? Pick a monster randomly from this game's monster list and you'll likely have picked a monster from FFXI. Does that mean FFXI was an afterthought and it was meant for ARR all along, planned for a decade? What about the monsters from other games like FFXII? Could have sworn the Zu from pharos was from FFX. Looks like it was intended for ARR all along! They just made those games in preparation for ARR. Who'd have thought?!
    This is just dumb.
    (0)
    Last edited by Velthice; 08-10-2014 at 02:54 PM.

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