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  1. #91
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Sove92 View Post
    Trusting the client is one of the worst design choices for a multiplayer game. And server already trusts the client too much when it comes to movement, the server makes no attempt to check if the movement done was possible.
    Pragmatism.

    Otherwise the input lag will cause motion sickness for many players - such as me.

    Quote Originally Posted by DrOstler View Post
    Agreed. If theres one thing this game is lacking, its RNG
    Touché.
    (0)

  2. #92
    Player
    Kaisha's Avatar
    Join Date
    Sep 2013
    Posts
    361
    Character
    Kaishen Commodore
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Catwho View Post
    One of the most difficult fights in FFXI 75 cap was "scripted" - Proto-Ultima in Limbus. You knew that Dissipation, a nasty ability was coming every 20% and you'd better have a BLM or RDM/DRK on point to stun it. You knew when someone was getting targeted by Citadel Buster and that you had about 30 seconds to GTFO (only element of randomnness was who got targeted. If they were a tank, they MIGHT live.)
    It was an easy fight if people weren't being stupid.

    The bigger problem were the stakes involved. You needed 6 items to go into that fight, and there was a 50k entry fee + 3 day wait between attempts, so you were looking at a minimum 18 days to get one Ultima pop set farmed unless you had a large LS which could split up and cover different Temenos areas on a given run and having the same person lot all the pop items since they weren't tradable back then.

    Didn't help that Omega generally had the better drops and only needed 4 items (12 days) to proceed to fight.

    Quote Originally Posted by Nestama View Post
    Haven't read through the entire thread, but surely someone has mentioned the final boss of Stone Vigil HM. That fight is entirely reaction based. If you got hit by something, that was your own fault for not paying attention to the bosses movements.
    It was also a clear indicator of how poor this game's handling of AoE hitboxes are, since you could be clearly out of the attack, but still get hit by the attack because your position was snapshotted before the animation for the attack went off.
    (1)

  3. #93
    Player
    Zephyranthes's Avatar
    Join Date
    Dec 2013
    Posts
    301
    Character
    Hilde Everglade
    World
    Tonberry
    Main Class
    Marauder Lv 60
    Definitely. It's horrible that you can map coil bosses in a timeline of moves.
    (0)

  4. #94
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,440
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    I think most of the fights are random enough thanks to the other 3, 7 or 23 RNG variables added when you zone in to the encounter.
    (1)

  5. #95
    Player
    Scruffyx's Avatar
    Join Date
    Oct 2014
    Location
    Ul'dah
    Posts
    77
    Character
    Scruffy Twopointoh
    World
    Exodus
    Main Class
    Gladiator Lv 50
    Where is the proof that a majority of players are bad and can't do scripted fights? Of course there are people who don't understand mechanics of a fight, but to say having more randomization in a fight is a bad idea because a majority of players are too "bad" is a horrible reason because you're not basing that statement on anything measurable.

    Bottom line is, if encounters were a little more randomized, I know I would have fun. I want that feeling you get when you fight a new boss for the first time, it's scripted, but you don't know whats coming next. I want that all the time.

    Server lag however... is a legitimate reason. Fix that, and more random elements can be added to scripted fights.
    (5)
    Quote Originally Posted by BunnyChain View Post
    Dodging Cometeors in Slaughter:


  6. #96
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 100
    ITT: People assume that introducing randomness will make it harder or impossible because it won't be rebalanced
    (2)

  7. #97
    Player
    Anty's Avatar
    Join Date
    Mar 2011
    Posts
    625
    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Izsha View Post
    That's all true and good for the players that are looking for additional challenge. Trouble is the vast majority of the playerbase is drowning in the current simplified version. There's no way around it. Randomization and enhanced AI requires more from players.
    well i... i don't WANT to follow scripts, cause its horribly boring, i don't feel like learning a fight. It's a lot more fun to react on a situation.
    If i want to learn, i study or learn a language, but i don't play a game.
    I really think that people adapt to randomness better then to boring scripts... because it's more fun and rewarding in the end.
    in ARR you learn NOT to do your job very well from 1-50...

    it's time to actually change that don't you think?
    (1)

  8. #98
    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 Bishop81 View Post
    Pragmatism.

    Otherwise the input lag will cause motion sickness for many players - such as me.
    What input lag are you speaking of? The game makes use of movement prediction (now wish it also had a lag compensation, attacking moving targets as a melee is a pain in the ass) already, you would still see your character move and stop in real time, even with the propability checks added.
    (0)

  9. #99
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Sove92 View Post
    What input lag are you speaking of? The game makes use of movement prediction (now wish it also had a lag compensation, attacking moving targets as a melee is a pain in the ass) already, you would still see your character move and stop in real time, even with the propability checks added.
    Lag as in a slight delay between me pushing the forward button and my character actually moving.

    GW1 didn't work for me for this reason. PSO2 made me sick.

    The reason is because the client confirms with the server before moving the my character on screen, hence the lag.

    PS: Vice City (yes, the PS2 game) also had this problem even though it's an offline game. The game took too long to process from button press to on screen action - they probably pipelined a ton of stuff hence the lag.
    (1)

  10. #100
    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 Bishop81 View Post
    The reason is because the client confirms with the server before moving the my character on screen, hence the lag.
    Movement prediction exists to eliminate this issue, which this game already uses. You will always see your character in real time, the client simply predicts where your character will end up with your movement, only if you have massive lag or the system is poorly implemented will you ever see your character rubberband or move with a delay.
    (0)

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