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  1. #1
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    For the Steps of Faith argument. It is fine to put slightly more difficult content in story quests. What you shouldn't do is put complicated fights in there. Steps of Faith failed to explain to players how the fight worked and what needed to be done. NPC's screamed things but it was pretty vague for the most part. The complications is why people did not like doing DF for it. If you make something that is harder to some extent, but very easy to understand, then I think that is the balance of later story quests that you need.

    Quote Originally Posted by Iromi View Post
    I for one, would like to see a raid be an actual raid (Huge instance, where trash drops useful items, crafting materials, etc, rare things, multiple bosses along the way..etc) instead of a boss waiting in a circular or square room.
    I agree. In particular I liked the first fight with the ADS and the snake in T1 of BCoB. Interesting platforms that were utilized and not just for show. SE's excuse is it is easier to make mechanics when in a circle/square platform, but now it simply lacks the creativity. Their team should take it up a notch on this. Look at Naxxramas or Ulduar from WoW for inspiration on making a very well made raid structure.
    (7)
    Last edited by Velhart; 08-27-2016 at 06:20 AM.

  2. #2
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Velhart View Post
    NPC's screamed things but it was pretty vague for the most part.
    "Ready the cannons!"
    "Climb the tower and man the dragonkiller! Time your shot!"
    "Prepare the snares!"

    The only thing the NPCs do "not" tell you is where the tower/cannons/snares are and that Vishap dodges if you fire the second dragonkiller without the snares. I wager people simply didn't "read" the announcements in the heat of things. I know I didn't when I first did it. I was too much like "ermagerd dragon!".
    (8)

  3. #3
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Zojha View Post
    I was too much like "ermagerd dragon!".
    (4)

  4. #4
    Player
    Lorielle's Avatar
    Join Date
    Sep 2013
    Posts
    537
    Character
    Lorielle Kurayami
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Velhart View Post
    For the Steps of Faith argument. It is fine to put slightly more difficult content in story quests. What you shouldn't do is put complicated fights in there. Steps of Faith failed to explain to players how the fight worked and what needed to be done. NPC's screamed things but it was pretty vague for the most part. The complications is why people did not like doing DF for it. If you make something that is harder to some extent, but very easy to understand, then I think that is the balance of later story quests that you need.
    There was nothing complicated about SoF. The issue is people do not know how to put 1+1 together. All the mechanics were told to you by the NPC except one(Snare and Dragon Killer). Cannons have been in use elsewhere(Stone Vigil HM) as a means to kill adds(ohhai SoF). The game isn't complicated at all. People just need to...Well, get good. It only comes through trial and error. That is what this game is all about after all. But hey, if you want to remove the fundamental of your game away, have at it.
    (2)