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  1. #41
    Player
    Gallus's Avatar
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    Sep 2013
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    Character
    Vermilion Rose
    World
    Phantom
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    Summoner Lv 100
    Quote Originally Posted by Gilthas View Post
    This isn't artificial difficulty, it's just something that you don't like.
    Nope, it's real difficulty. Stuff based on reflexes is real difficulty, because not everybody is capable of doing it. A fight based on a scripted rotation can even be done by someone with the reflexes of a snail, the only thing you might need is just more tries.

    As for

    Quote Originally Posted by Gilthas View Post
    Having fights rely on RNG has its problems too because then you'll have times when the fight is easy and others when you simply just can't win.
    Extend the length of the fights and this problem is instantly solved.
    "But then it wouldn't be fun". Well I'm not talking about fun, I'm talking about what would be really difficult. Knowing what's coming beforehand triviallizes your skill and then it all becomes a memory battle (which everyone can do and the only difference between someone really skilled and someone utterly demented will simply boil down to more tries).
    (0)

  2. #42
    Player
    Reynhart's Avatar
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    Jul 2011
    Location
    Ul'Dah
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    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Gallus View Post
    A fight based on a scripted rotation can even be done by someone with the reflexes of a snail, the only thing you might need is just more tries.
    And on each try, you will improve yourself until you manage to pull it off perfectly. That's one kind of difficulty. Something we see all the time in rythm games, for example.
    Quote Originally Posted by Gallus View Post
    Extend the length of the fights and this problem is instantly solved.
    Then you'd also need to restrict some mechanics. If Titan Ex decides to spam Double Gaols, you're screwed...
    If tankbusters happen every 15 seconds, your tank will surely die, too...

    But, a fight where each attack has its own cooldown, and where the boss can chose whatever ability he wants that is not on cooldown, could be very fun and interesting.
    (0)

  3. #43
    Player

    Join Date
    Dec 2012
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    Quote Originally Posted by Gallus View Post
    Nope, it's real difficulty. Stuff based on reflexes is real difficulty, because not everybody is capable of doing it. A fight based on a scripted rotation can even be done by someone with the reflexes of a snail, the only thing you might need is just more tries.
    Sorry, but I don't limit difficulty to "twitch-based" mecahnics. That's just what you prefer, so you deem memorization as "artificial difficulty".

    Quote Originally Posted by Gallus View Post
    Extend the length of the fights and this problem is instantly solved.
    No it wouldn't. Like the above poster mentioned, several mechanics will need to be put on cooldown or your party can be easily screwed by the RNG.
    (5)

  4. #44
    Player
    StouterTaru's Avatar
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    Sep 2013
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    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Gallus View Post
    Nope, it's real difficulty. Stuff based on reflexes is real difficulty, because not everybody is capable of doing it. A fight based on a scripted rotation can even be done by someone with the reflexes of a snail, the only thing you might need is just more tries.
    The problem is not every machine/connection is capable of dealing with your definition of difficulty. I find it hard to call real difficulty if they telegraph it with a giant red outline on the floor and give you time to get out of it.
    (0)

  5. #45
    Player
    HReincarnate's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    136
    Character
    Pierce Avertinu
    World
    Cerberus
    Main Class
    Conjurer Lv 90
    Okaaaaaay.... now I see why everyone jumped my throat when i mentioned Artificial Difficulty in my thread. lol
    (0)

  6. #46
    Player
    Melch's Avatar
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    Feb 2014
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    103
    Character
    Melchior Ballester
    World
    Cerberus
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Deathgiver View Post
    I've seen this term tossed out countless times over the last couple of years, and I'm curious to know what you think constitutes artificial difficulty, and what constitutes real difficulty. Things I've seen mentioned as artificial difficulty in other threads:
    • DPS checks aka performing perfect rotations
    • RNG
    • Twitch Mechanics
    • Scripted mechanics aka memorization
    • Team jump rope aka finding 8 people who know the fight
    • Content gates or lockouts
    The only artificial difficulty I can think of is ravana not being targetable for a millisecond when it switches stance and leading you to target it again.
    (0)

  7. #47
    Player
    Reynhart's Avatar
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    Jul 2011
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    Ul'Dah
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    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by StouterTaru View Post
    I find it hard to call real difficulty if they telegraph it with a giant red outline on the floor and give you time to get out of it.
    It's a delicate balance. If the attack cannot kill you by itself, and is only targeted at you, ok, you don't need to telegrah it.
    If the attack as a specific radius that you can't really guess, not telegraphing it is a step toward fake difficulty.
    If the attack can one-shot you, no telegraphing it is totally fake difficulty.

    And any mechanic where you absolutely need to die at least once to learn is also fake difficulty.
    (0)

  8. #48
    Player
    Gallus's Avatar
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    Sep 2013
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    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    It's not very hard to understand...
    Something based on reflexes = not everyone is capable of doing it.
    Something based on memory = potentially 99% of the people can pull it.

    If everyone can do it, it's not difficult.

    What I've found hard in videogames until now? Stuff like:

    Red bull challenge in GT5 (people screamed for nerfs because only like 1% were capable of getting gold there xD, and it wasn't a matter of repetition, some people weren't going to succeed even if they were to live 7 times xD).

    Certain bosses from the soul games in very low levels. One single mistake and you are one shot.

    Now...a scripted battle? It's like saying that memorizing a paragraph is hard. Please get real.

    If you want a real challenge or something that really proves your skill, go to any populated PVP moba and make it to the top 100. You are going to make it through real difficulty in order to get there. No artificial difficulty involved.

    And no, it's not "different kinds of difficulty". One thing is difficult, the other one is not.
    (0)

  9. #49
    Player
    Reynhart's Avatar
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    Jul 2011
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    Ul'Dah
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    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Gallus View Post
    If everyone can do it, it's not difficult.
    They key term is not really "difficulty" but "artificial".

    Like I said, anyone can stop moving or attacking to dodge Blighted Bouquet, so it's not really "difficult".
    But nothing in the game indicates that "stop moving or attacking" is the way to survive Blighted Bouquet, so it's totally artificial.

    The same is true for T9, with Iceclaw and Fireclaw. First hit ? Almost no damage. Second hit ? One shot ?!

    Comparatively, you have Angra Mainyu in WoD. When he does double-vision, you know you have to be in one of the colored area. And you'll see that you take more and more damage to more you stack the same debuff by staying in the same area, so you'll probably switch to the other area, where you'll see that the new debuff overlaps the one you have.
    You faced the mechanic, you learned, you found the solution. Not artificial (But this particular mechanic is not that difficult )
    (3)

  10. #50
    Player
    Eisenhower's Avatar
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    Oct 2013
    Location
    Ul'dah
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    176
    Character
    Meera Khei
    World
    Odin
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Reynhart View Post
    But nothing in the game indicates that "stop moving or attacking" is the way to survive Blighted Bouquet, so it's totally artificial.

    The same is true for T9, with Iceclaw and Fireclaw. First hit ? Almost no damage. Second hit ? One shot ?!
    No.

    The mechanics of Blighted Bouquet are not artificial, since they can me dealt with via player skill. They are obfuscated since it's difficult to realize details surrounding the event, but trial and error will reveal this information even if the initial clue provided is sparse. Planned, systematic testing of the ability will reveal it even faster.

    The ice and fire attacks are neither artificial in difficulty, nor are their mechanics obfuscated as the tooltip clearly reads "Icebitten: Resistance to attacks by Iceclaw is decreased." and "Firescorched: Resistance to attacks by Firehorn is decreased.".

    A challenge is artificially difficult if player effort is disregarded for calculating the result of the challenge.
    (0)
    Last edited by Eisenhower; 08-13-2015 at 10:10 PM. Reason: spelling fail

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