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  1. #1
    Player
    Viridiana_Sovari's Avatar
    Join Date
    Oct 2013
    Posts
    65
    Character
    Veroth Ursuul
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Sparktacus View Post
    I don't disagree with anything you say about what it means to lose the raiding community, however much of that was lost with Gordias and will most likely never recover. What remains is the 1% that was able to beat A8S. Many groups could only pass A5 and A6 and that was all they had for 6 months which drove even more people away. What remains is that 1% and lower difficulty gives many lost teams hopes to rebuild again.
    That is a problem of not having more bosses so that they can smooth the difficulty curve. 6 to 8 bosses per tier really needs to happen. I personally think 2 primals that drop savage raid level right side gear on a weekly lockout (weapons could be shifted to normal and made the same ilvl as previous tiers raid weapon) paired up with 6 raid bosses starting at a10s difficulty and progressing to a8s is the way to go, but that is my personal opinion. That gives you 8 bosses in a content patch that are meaningful to do each week. 2 are primals outside the actual raid. 6 are part of the raid tier with a smoother difficulty curve so you don't feel like you are hitting a wall with a massive difficulty spike.Would honestly be a decent middle ground where people didn't feel quite as bad if they didn't finish the whole tier when it was current.
    (8)

  2. #2
    Player
    Sparktacus's Avatar
    Join Date
    Aug 2013
    Posts
    264
    Character
    Sprinkle Puff
    World
    Gilgamesh
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Viridiana_Sovari View Post
    That is a problem of not having more bosses so that they can smooth the difficulty curve.

    6 to 8 bosses per tier really needs to happen. I personally think 2 primals that drop savage raid level right side gear on a weekly lockout (weapons could be shifted to normal and made the same ilvl as previous tiers raid weapon) paired up with 6 raid bosses starting at a10s difficulty and progressing to a8s is the way to go, but that is my personal opinion. That gives you 8 bosses in a content patch that are meaningful to do each week. 2 are primals outside the actual raid. 6 are part of the raid tier with a smoother difficulty curve so you don't feel like you are hitting a wall with a massive difficulty spike.Would honestly be a decent middle ground where people didn't feel quite as bad if they didn't finish the whole tier when it was current.
    I also agree with everything you just said. Like 100%. I don't believe it is not feasible with their team to add 2 more bosses and just strip away phases from the other ones if they need more manpower.
    (0)

  3. #3
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sparktacus View Post
    I also agree with everything you just said. Like 100%. I don't believe it is not feasible with their team to add 2 more bosses and just strip away phases from the other ones if they need more manpower.
    The problem is that new fights and taking away phases do not equate. Every new fight needs to be concepted, assets need to be made, and the fight needs to be programmed (hell, they even need to add more quest chains to get into the fights), then increase the workload by taking into account both normal and savage. While more bosses would be nice, it is not as easy as you imply (although Yoshi has said that they only need 2 more members on the battle team in order to "vastly" improve raids, whatever that means).
    (1)

  4. #4
    Player
    Sparktacus's Avatar
    Join Date
    Aug 2013
    Posts
    264
    Character
    Sprinkle Puff
    World
    Gilgamesh
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Lambdafish View Post
    The problem is that new fights and taking away phases do not equate. Every new fight needs to be concepted, assets need to be made, and the fight needs to be programmed (hell, they even need to add more quest chains to get into the fights), then increase the workload by taking into account both normal and savage. While more bosses would be nice, it is not as easy as you imply (although Yoshi has said that they only need 2 more members on the battle team in order to "vastly" improve raids, whatever that means).
    I know there is more to it as I don't work in the industry but thinking outside the box I feel it would be easy to conceptualize a battle without having any video game knowhow. Hire artists and critical puzzle thinkers to create a concept and then have the design team go from there. I feel the company has a standard they want to live up too and sometimes it might hold them back.
    (0)

  5. #5
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sparktacus View Post
    I feel it would be easy to conceptualize a battle without having any video game knowhow. Hire artists and critical puzzle thinkers to create a concept and then have the design team go from there. I feel the company has a standard they want to live up too and sometimes it might hold them back.
    Oh yeah, conceptualizing a battle is easy, yoshi P has shared many times his wacky ideas (as have many forum goers including myself). The problem is when you say "just have the design team go from there". A) We don't actually know what makes up the "design team" and what roles and responsibilites these teams have to a full extent B) If we did know the full extent of what they did, design team has other responsibilities, and we don't how busy they are. C) "Just going from there" means nothing. The amount of work it takes to take an idea from conception to even a working prototype takes a tonne of thought and consideration (originality, difficulty, pacing, job viability etc.) and that isn't even taking into account technical feasibility, art assets and even lore. Game development is an intensive task that goes through many iterations before we get a final outcome (as an example of timescale, yoshi P said that a single piece of glamour takes 6 months to create from concept to implementation, and as for battle content - we saw concept art (and even a concept render) of shiva and world of darkness before the release of 2.0)

    Edit: *and bug fixing
    (1)
    Last edited by Lambdafish; 10-04-2016 at 08:17 PM.