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  1. #1
    Player
    LegendWait's Avatar
    Join Date
    May 2014
    Posts
    275
    Character
    Poutine Smasher
    World
    Sargatanas
    Main Class
    Fisher Lv 100
    Am I the only one around here that remember the era of video games that were hard to win, and fun because of it?

    Why are people playing video games if they are so damn easy? Why would you want to have a story mode? To avoid becoming actually good?

    I pity those who dont get the adrenaline rush of finally clearing T9 after a long time, this is what coil is about, and why I like it. You gotta DESERVE to beat the game, not have it beat itself for you.
    (18)

  2. #2
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    Quote Originally Posted by Yoninxi View Post
    But.. Story mode primals are part of the main scenario. They are supposed to be are supposed to be easy to clear. Coils are not, which is why they are harder to clear.
    because they give loot. If it was only for side story reason that the coil was hard, it would have no loot. Also, if it was only for the sake of being hard and giving loot, it would be like solo FF : little to no story behind it.

    Quote Originally Posted by LegendWait View Post
    Am I the only one around here that remember the era of video games that were hard to win, and fun because of it?

    Why are people playing video games if they are so damn easy? Why would you want to have a story mode? To avoid becoming actually good?

    I pity those who dont get the adrenaline rush of finally clearing T9 after a long time, this is what coil is about, and why I like it. You gotta DESERVE to beat the game, not have it beat itself for you.
    I remember that era, and sorry to say I never had fun repeating over and over the same 30 seconds of gameplay until I could do they blind. I actually enjoyed a lot more the era when story was placed above ridiculous difficulty based on the will to make people forget the games were so short (once you know them, none of the oldies last more than 10 hours)

    Quote Originally Posted by Exstal View Post
    I'll humour you and say they have story coil. It would be gated like savage is from normal, yes? For example;

    Player A defeats Binding Coil of Bahamut (easy). But has not defeated normal.
    Player A can attempt Second Coil of Bahamut (easy). Player A clears Second Coil of Bahamut (easy).
    Player A can not attempt Second Coil of Bahamut (normal) because (s)he hasn't defeated Binding Coil of Bahamut (normal).
    Player A can attempt Third Coil of Bahamut (easy) but is barred from Third Coil of Bahamut (normal) because of the previous predicament.

    Is this the train of thought? I believe this is reasonable as it would be exactly like how savage is now.
    this is the exact way it should work. Unless SE suddenly decides that T5 is no longer required to attempts T6 anymore, but this should not happen
    (9)
    Last edited by Kuwagami; 09-30-2014 at 02:39 AM.

  3. #3
    Player
    Mardel's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    761
    Character
    Eru Meru
    World
    Gilgamesh
    Main Class
    Pugilist Lv 55
    Problem is, coil is essentially a side story. Like traditional FF where you have the optional big/bad mega-boss that is harder than anything in the normal story. For this reason there doesn't need to be a story mode for coil. It's not about loot or shiny gear, but about defeating hard content to gain access to the story.
    (7)
    If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.

  4. #4
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Mardel View Post
    Problem is, coil is essentially a side story. Like traditional FF where you have the optional big/bad mega-boss that is harder than anything in the normal story. For this reason there doesn't need to be a story mode for coil. It's not about loot or shiny gear, but about defeating hard content to gain access to the story.
    I wouldn't call it a side story so much as something that would matter to legacy players more than the person that decided to start playing FFXIV yesterday. It refers to characters and an event tied to 1.0, which has a lot less weight if you weren't around back then.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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