Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
Lots of mmos have charged meters for certain skills.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
I don't have latency in the game. Are you on console? Is latency worse there?
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
Uhm...the platform most likely doesn't have much influence on latency. What does have large influence are the following factors:
a) Distance to the server.
Self explanatory, the farther the server is away, the longer the signal takes to get there and back.
b) Routing of your provider
As above, a signal doesn't necessarily take the fastest route to the server and back, but might go for a few extra miles, prolonging the time between sending and reception.
c) Infrastructure
Not all wires (or mediums, rather) conduct a signal equally fast. If your area isn't technologically up to snuff (as especially rural areas often are), chances are you won't have access to the super fast connections and consequently, latency will be bigger. Better connections typically are more pricey.
Personally, I am playing from germany at 130ms latency. I know people in the US that have more, which keeps making me chuckle on the one hand and sad on the other.
Last edited by Zojha; 08-28-2016 at 10:00 AM.
If that was even remotely true, then the abysmal clear rate that we're getting woulden't also reflect the average maximum difficulty clear rate for raids across mmos.Oh, and you think that the difficulty of Alex is the only problem?
Isn't it maybe also caused by the fact, that raiders were used to get their own story, different looking gear, completely new experience of bosses and environment and now they are just getting recycled version of normal content?
Nah, that can't be, they raid for the challenge, not for actually getting a reward.
Unique gear, drops, etc. Simply isn't enticing enough for players these days. This isn't a FFXIV issue, this is a systemic problem with raiding. And no, it's not just difficulty that is a problem. Mooted Power Creep, poor progression mechanics focused off of disposable gear, lack of accessibility features for newer players getting into raids, and the change in player dynamic over the last decade have all provided a massive effect on Raiding as a system in general. And the stubborn hold-outs that don't realize that this is 2016 and the same rules that applied in 2006 just don't work as well these days need a serious reality check.
You're a vast minority, across the board, on every major MMO market. Stop pretending otherwise, and stop considering that as something special rather than a problem. You're dieing out, and dragging development time and subscriptions with you. Work to find a middle ground.
I am either not understanding your initial post, or not understanding this one.
By a 'charged meter', I am assuming you mean a software meter. Is this charged by holding down the skill longer? If that is the case, then which games/skills do you mean?
In terms of latency, think of skills like benediction - where the effect, cooldown, cast, animation will go off, but the target still dies.
I'd much rather see something like:
1. Remove Bio/miasma/bio 2/tri-disaster and replace as 1 dot. Make this skill a ~3.5 second cast time (to balance out with having the equivalent of 3 dots applying at once). Make this skill instant cast while under the effect of DWT.
2. Merge Ruin and Ruin II into the same skill. Say, 80 potency, 2 second cast, can move while casting.
3. Merge painflare and deathflare into the same skill. Outside of DWT, Painflare is 200 potency - in DWT, painflare is 400 potency, does not consume aetherflow, ends DWT
4. Remove Aetherflow as a skill, have aetherflow stacks naturally regenerate over time (either 3 stacks every 60s, or 1 stack every 20s). Increase natural MP regeneration, or decrease MP costs of spells to compensate
5. Merge Rouse and Spur into the same skill, one is 40% every 1 min, one is 40% every 2 min - That's 1.4x and 1.96 for an average of a 68% bonus to damage -> make it 55% or 60% per 60s due to the usual loss of not using Spur every 2 mins and waiting for Enkindle (current average if spur used 3 mins is just over 58%)
even then, I think there are too many skills that are potentially unnecessary, but this would cut it down quite a bit.
But that's the problem with MMOs because they're made for many different crowds, difficulty is tough to gauge. You may not think X content is hard, but player B believes X content is. So the idea is, when new content comes out make X easier and make Y content harder thus cycling players through. But that's where 14 has issues because as Yoshida stated, they made things more difficult in some areas, and others the game is almost automated with how easy it is.
XIV will never have a "true challenging" experience, if SE doesn't rework preexisting systems or scraping them all together. This game can't be a Souls, Bloodborne, or Nioh type game because of A the trinity system and B the lack of character optimizations. Until those two things are rectified, XIV can only do so many copy pasted circular/square boss battles and mindless brainless mob. And while they can make those as hard as they want, they can't create anything that doesn't work outside of this model without it being laughably easy.
Last edited by Jetstream_Fox; 08-28-2016 at 05:40 PM.
Savage uses recycled gear, mechanics, bosses, environment. So lets talk about draggin development.You're a vast minority, across the board, on every major MMO market. Stop pretending otherwise, and stop considering that as something special rather than a problem. You're dieing out, and dragging development time and subscriptions with you. Work to find a middle ground.
It doesn't only appeal to a few % who completely clear it but also to many people who do atleast half of it.
Get over yourself, only because you are the majority it doesn't mean that the game has to cater only to you.
Majority does only roulettes. Should they stop adding any other content to game and just add dungeons in every patch lol?
EDIT: If they scrapped extreme primals, crafting, gathering, gold saucer, deep dungeon, diadem, aquapolis, treasure hunts, Pvp they could be adding 10 dungeons a patch, majority would love that. We would see for how long. ))
Last edited by StrejdaTom; 08-28-2016 at 07:30 PM.
Hi, I haven't followed this particular topic but I saw the question re software meter. I have played mmo's with this feature, and have dug out a link to one:
http://aion.wikia.com/wiki/Charging_Skills
Hope this helps.
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