Pragmatism.
Otherwise the input lag will cause motion sickness for many players - such as me.
Touché.
It was an easy fight if people weren't being stupid.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.)
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.
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.
Definitely. It's horrible that you can map coil bosses in a timeline of moves.
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.
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.
ITT: People assume that introducing randomness will make it harder or impossible because it won't be rebalanced
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?
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.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.
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.
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.
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