Page 39 of 55 FirstFirst ... 29 37 38 39 40 41 49 ... LastLast
Results 381 to 390 of 543
  1. #381
    Player
    Roris's Avatar
    Join Date
    Aug 2012
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Rori Uguu
    World
    Sargatanas
    Main Class
    Weaver Lv 80
    Quote Originally Posted by StarDrake View Post
    They weren't really "1.2x content" because they were always being made with an eye toward ARR - keeping 1.x going was, frankly, more of an afterthought. Remember, work on ARR began almost as soon as Yoshida was made producer-director. So I don't think it's really accurate to think of it almost anything as "1.x" content - because the huge majority of the content seems to have been produced with 2.0 in mind beginning around 1.18 or 1.19.
    A lot of the assets for Aurum Vale and the rest of the other dungeons were already in the game pretty much since release with some of them close to being finished, they were even intended to be non instanced, they merely finished them or rearranged them as the game went along. There were also other dungeons like The Fesse, Hengr’s Crucible, The Ayerie and Peacegarden Croft that were never implemented but instead their assets were used to make Dzemael and Totorak.

    Ifrit was probably also planned to be implemented closely after release alongside Titan, you can even catch a glimpse of Titan in action in the very first XIV E3 trailer, which indicates primal fights were far enough into development in some way or another. It does however align with what you mention about the Garuda fight being developed closer with ARR in mind seeing how Garuda was introduced well into the Meteor storyline and that was all Yoshida's idea, although a Garuda lookalike is featured in the original CE and she was mentioned in one of the original main storyline quests.

    Stuff like Hamlet was also planned since release, you can look back in the old Lodestone and see it being listed as a promised feature before the team reshuffle. A lot of the stuff implemented up until 1.23 was most likely stuff that was halfway done or close to finished before ARR was even imagined, remember 1.0 was in development for about 4 to 5 years but got heavily rushed to compete with Cataclysm, they were just given enough time to polish it and implement it while working on ARR behind the scenes. Makes more sense to use existing concepts, code and assets intended for an existing engine and finish them than backporting assets and code from the new engine to the old one, especially considering the old assets had higher polygon counts and overall more quality and got downscaled for ARR.
    (3)

  2. #382
    Player
    Velthice's Avatar
    Join Date
    Sep 2013
    Posts
    560
    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)

  3. #383
    Player
    Roris's Avatar
    Join Date
    Aug 2012
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Rori Uguu
    World
    Sargatanas
    Main Class
    Weaver Lv 80
    Quote Originally Posted by Velthice View Post
    This is a nice post, thanks for sharing.
    Nice passive aggressiveness before waiting for the obvious edit, thanks for sharing.
    (3)

  4. #384
    Player
    Velthice's Avatar
    Join Date
    Sep 2013
    Posts
    560
    Character
    Ozzie Nyandias
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Roris View Post
    Nice passive aggressiveness before waiting for the obvious edit, thanks for sharing.
    Oh I read the whole thing post edit, I was being genuine.
    (0)

  5. #385
    Player
    Krr's Avatar
    Join Date
    Sep 2013
    Posts
    741
    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    I guess I should add one appendix to that: I actually really like Twintania as a design as well, but it's hard to qualify it as 'different' from recent fights because it feels like every recent fight is trying to be as phase-complex and dodgy (Hatches! Twisters! Fireballs sort of! Divebombs! Constant dps checks!) as Twintania, when Twintania was really only meant as an obstacle course for the most extreme of extreme raiders to test their skills when it came out. It feels like instead of scaling back for the next 'raid' S-E wanted each fight in each Coil to continue to top the last, and it lost a certain sense of pace in the process.

    I abhor basically every CT and ST fight but I understand why having pre-designated solutions to these fights is necessary for managing them in a 24-player 'casual' raid environment....

    Quote Originally Posted by Velthice View Post
    Oh I read the whole thing post edit, I was being genuine.
    ^I would take this as true. My horrendous essay of a post was fully edited-in for a while before any replies came. (Plus, god forbid someone tries to quote that entire thing.)
    (1)
    video games are bad

  6. #386
    Player
    allecs's Avatar
    Join Date
    May 2014
    Posts
    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)

  7. #387
    Player
    Luvbunny's Avatar
    Join Date
    Jun 2012
    Posts
    691
    Character
    Coralie Moonseeker
    World
    Belias
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Dark-Saviour View Post
    People have said that in XI, battles were hard because "Everyone needed to do their job," but that statement doesn't really mean much in itself. What did they need to do (that wasn't reactionary) that made the battles hard?

    If you just want to get rid of the visual indicators and require people to move based on the direction that the boss is facing, I guess I can see that, but what would you do for attacks that aren't conal or PbAoE? If you remove the visual indicators then there is no real way to dodge or mitigate them.
    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.

    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.
    (3)

  8. #388
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    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?!
    (3)

  9. #389
    Player
    Krr's Avatar
    Join Date
    Sep 2013
    Posts
    741
    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Luvbunny View Post
    Boss also will perform deadly moves if you cannot enfeeble it (blind, silence, etc)
    This is something that we could absolutely see more of in the game. Black mages have multiple forms of Heavy, SMN and BLM and I believe BRD all have Bind, BLM and WHM have sleep, multiple classes have Slows that totally go unused (Lethargy, Feint, yadda yadda,) BRDs even have an accuracy reducing ability.

    Then there's stuff like Virus and e4e which are still useful but seem to be something you throw out blind or as part of a damage-mitigation rotation rather than in response to boss mechanics. That there's so many of these abilities on our bars as unique class features were things that I was honestly hoping we'd see more of. However, after the 1st coil and HM primal mechanics (Think Mountain Buster needing to be debuffed when you were in lower ilvl parties,) but it feels like we actually see less and less.
    (1)

  10. #390
    Player
    Velthice's Avatar
    Join Date
    Sep 2013
    Posts
    560
    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.

Page 39 of 55 FirstFirst ... 29 37 38 39 40 41 49 ... LastLast