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  1. #51
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Bishop81 View Post
    If SE wants more reflex-based gameplay, they got to fix up their net code first.

    the net code is fine as it is..
    as people like you still didnt recognize that its not the spell animation that hits (for example an explosion)... you get hit by aoe attacks right after the the ground mark disappears..

    the animation comes right after and then followed by the actual damage which is actually the one and only "delay"... and people say "oh but i was out of that explosion already, why i did get hit by it?" its more like that every animation has its own duration... the mark on the ground counts, not the actual "animation effect".. same for limit breaks in PVP where the animation delay is very long. the ground mark disappears and the animation of meteor crashes in about 1-3 s later after which you receive the damage. so its more like "animation delay"... mark disappears -> animation -> damage received


    and im playing in Europe.. while the servers being located in America... i have no problem at all. when you really watch closely the marks on the ground and watch on the other hand when you get hit and when not... you quickly recognize that there is really no delay concerning the connection..
    (0)
    Last edited by Tonkra; 03-03-2015 at 08:07 PM.

  2. #52
    Player
    Kaisha's Avatar
    Join Date
    Sep 2013
    Posts
    361
    Character
    Kaishen Commodore
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    The average joe in DF already can't react to fights that have pre-determined scripts.

    I wouldn't mind more instances of a fork in the enemy rotation like T10 does in the last phase, but not straight up random choice of attacks the entire run.
    (0)

  3. #53
    Player
    Sayori's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    271
    Character
    Shiro Sakurai
    World
    Odin
    Main Class
    Red Mage Lv 100
    We already got something like this in Stone vigil hard mode, last boss.
    I agree with OP, I wouldn't mind seeing more bosses like that.
    (2)

  4. #54
    Player
    Anty's Avatar
    Join Date
    Mar 2011
    Posts
    625
    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    i think it would be healthy for the community. All this "watch the fight, or know the fight" crap could be far less, since ppl cannot just rely on something they learned.
    i really hope they change it in the future. No wonder people get so bored also of coils since this memorization bores you way too fast.
    (0)

  5. #55
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Tonkra View Post
    the net code is fine as it is..
    as people like you still didnt recognize that its not the spell animation that hits (for example an explosion)... you get hit by aoe attacks right after the the ground mark disappears..
    It's the castbar that matters, not the ground marker, if you are in the AoE when castbar finishes, you will get hit. Only a few abilities in the game work differently (Mortal Gaze in Wod being a good example of one, the animation matters for that one, not the castbar).
    (1)

  6. #56
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Well theres 4 bosses already with a random element. Shiva Ex on which weapon she uses, Last boss in Stone Vigil HM, turn 10 phase 4 if theres a tether or not before the charge and turn 11, stack or spread, could say on tethers also. Forgot, t13, 1 or 2 towers on phase 4.

    Having minor random elements like those above do work, basing the whole fight on random behaiviour can be problematic.
    (0)

  7. #57
    Player
    Joeymtl's Avatar
    Join Date
    Sep 2013
    Posts
    40
    Character
    Joey Mi'ihen
    World
    Ultros
    Main Class
    Pugilist Lv 100
    A lot of people talk like it's not possible to program rules to prevent some harder mechanics to happen too many times in a set period of time, or twice in a row, and make sure that they happen at least once, even in a "random" environment.
    (3)
    Last edited by Joeymtl; 03-03-2015 at 10:40 PM.

  8. #58
    Player
    Themis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    396
    Character
    Temisu Namisu
    World
    Kujata
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Zumi View Post
    There are lots of random elements in boss fights already mostly having to do with who gets picked with mechanics.

    Examples in Final Coil
    And this is how I prefer it. When you have 7 other people to coordinate with in the harder content it is nice to know that, given time and practice, it is possible to work out how the encounter works and how to deal with what is throw at you. The fact that there is a set of abilities that go off in a particular way doesn't mean much if you can't respond to the random elements of who has to deal with what mechanics and reacting to it. And this has been a thing since Turn 5 and is in some EX primals, too, and that's great. It makes content fun whilst still being beatable without the need for insane luck.

    What I'd like to see is more of this in non-raid content, too.
    (2)

  9. #59
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    it possible to create exeption in a program for avoid 2 command to overlap, i don't see how is not possible. it's ask more work that sure, but it's not impossible.
    same you have a lot of people that say that more random will be either impossible or too easy because SE will tune down the fight. when it's both false....

    like said what was asked for long, it's fight less scripted and a bit more random, not fully random, some people think that will drive people away from raiding too... it depend mostly on how SE will balance this and more important the learning curve that the raid will offer for make people able to be good enough for this sort of content.

    Quote Originally Posted by Themis View Post
    ....It makes content fun whilst still being beatable without the need for insane luck...
    simply no, it's not more fun that not true, since when you have the scripte mastered the fight loose all challenge... it become boring and bland to do it anymore.... it will be dull and almost painfull to farm this sort of content.
    by the way, if the fight can only be beaten by luck it's a bad fight! random is not always totally based on the luck! in all the raid i have done soo far only one time i have seen a random mechanic that was putting a looooot of difficulty into a fight. it's into World of Warcraft with the first encounter of Mogu'shan raid, where depending of the dog you did get, the fight was going of extremely easy to extremely hard. however this trouble is there because they have not take in account that some mechanic together was making the fight extremely hard for some static.

    don't get me wrong you have always a part of script into a fight, indeed the target of the attack is random or the fight will be insanely dumb. every fight of raid soo far in most mmorg have script at some purcentage into it. like when the different phase of the boss begin. check even the old fight of warcraft, they always had a part of script, but they was smart enough for always put a lot of random in them fight for make sure people don't notice it. do it have make impossible to beat the different content they have offer? no. that the point, that a lot of people (me inclued) ask them to do, less script and more random, not no script and full random. it's dumb to even considerate a full random encounter.

    a more random encounter will offer a certain replayability to the content, making the farming still enjoyable.
    (1)
    Last edited by silentwindfr; 03-03-2015 at 10:40 PM.

  10. #60
    Player Adrian74's Avatar
    Join Date
    Jan 2014
    Location
    Islas Canarias, España
    Posts
    762
    Character
    I''''''''l I''''''''l
    World
    Phantom
    Main Class
    Fisher Lv 90
    Stone Vigil HM boss, or perhaps, bosses, GIruveganaus!.... (Giruvegan FFXII *-*)


    My favorite bosses in the whole game so far... Their attacks are random, interesting, you have to react. Hoping to see this in the next raid. I don't care if people then call the first world ones 'lucky bastards', I'd rather call them good reaction guys.


    (t10 and t11 have luck stuff also, so... Tank tethers in t11 a lot? Everone can do it, even those first timing.... t10 without the tether + charge combo is mega-easy...)
    (3)

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