Why?Ok. Simple as this: The option to change the difficulty level of the fight, at the expense of item drop quality.
This also applies to Dzemael Darkhold.
In a nutshell, let's say we adopt a version of the Guildleve "Star" difficulty system.
3 Stars: Original Ifrit Hyper Difficulty Setting (Lv45). Gives Ifrit Loot Drops.
2 Stars: -4 Levels from 3-star difficulty, grants +1 craftable gear items. (Or NG if you're gonna whine about it)
1 Star: -6 levels from 3-star difficulty, grants NG craftable gear items.
This is not hard to wrap your head around, people...
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This should be a consideration when developing content? LOL!
"We'll make a boss that does no damage, doesn't move. and dies in three attacks so someone doesn't have an anxiety attack."
If someone has an anxiety attack from playing a freakin' video game then they should stop playing the game, not demand the developers make content for them.
Or you could simply make the content SCALEABLE...This should be a consideration when developing content? LOL!
"We'll make a boss that does no damage, doesn't move. and dies in three attacks so someone doesn't have an anxiety attack."
If someone has an anxiety attack from playing a freakin' video game then they should stop playing the game, not demand the developers make content for them.
For f*ck's sake, I'm getting tired of repeating this part of the argument. The option to make the fight easier, with some penalties to what you get as reward, is the only thing I would really appreciate from Yoshi-P. You guys can keep your preferred difficulty levels.



Are you kidding me? Ifrit is already scaleable. You are complaining that the PRIME FIGHT is too hard. Guess what? THATS HARD MODE!Or you could simply make the content SCALEABLE...
For f*ck's sake, I'm getting tired of repeating this part of the argument. The option to make the fight easier, with some penalties to what you get as reward, is the only thing I would really appreciate from Yoshi-P. You guys can keep your preferred difficulty levels.
Yeah, but what's the point of going out of your way to design every encounter three different ways when one way is good enough for the majority of the playerbase? MMO's don't need to be inclusive to every type of gamer. That's why there are a ton of them on the market. If one doesn't meet your needs, then you can go find one that does instead of insisting the developers do a bunch of extra work just to appease your tastes.Or you could simply make the content SCALEABLE...
For f*ck's sake, I'm getting tired of repeating this part of the argument. The option to make the fight easier, with some penalties to what you get as reward, is the only thing I would really appreciate from Yoshi-P. You guys can keep your preferred difficulty levels.
You don't even need to design it three different ways. You ever thought about actually having each difficulty level reduce the damage dealt to players by a certain percentage dependent on what difficulty level is chosen?Yeah, but what's the point of going out of your way to design every encounter three different ways when one way is good enough for the majority of the playerbase? MMO's don't need to be inclusive to every type of gamer. That's why there are a ton of them on the market. If one doesn't meet your needs, then you can go find one that does instead of insisting the developers do a bunch of extra work just to appease your tastes.
Having the fight be easier on One-Star for the Hyper fight, would provide for a LEARNING CURVE of the fight for people who are not as quick-witted as those who were able to beat Ifrit in the first month.
Basically, it gives them a chance to learn Ifrit's behaviors without being so excessively punished for not being quick enough on the uptake when Ifrit uses certain moves. The punishment at the end of the fight would be no Ifrit weapon drops.
How hard is that? The ENTIRE POINT OF A SCALING DIFFICULTY OPTION IS TO PROVIDE PLAYERS WITH THE ABILITY TO DICTATE THEIR OWN LEARNING CURVE.
Last edited by SilvertearRen; 10-31-2011 at 12:04 PM.
Yeah, but what's the point of going out of your way to design every encounter three different ways when one way is good enough for the majority of the playerbase? MMO's don't need to be inclusive to every type of gamer. That's why there are a ton of them on the market. If one doesn't meet your needs, then you can go find one that does instead of insisting the developers do a bunch of extra work just to appease your tastes.
this is missing the point. on a 1 player game it is fine to select your difficulty, but on a MMO its only fair that every1 plays the same. i posted on a thread today about this, ppl saying story was to easy, ok fine make story quests scalable, make the difficulty dependant on the number of ppl in your party. but a battle that needs 8 ppl cannot be easier for party A) than it can party B) this is just unfair
What I have shown you is reality. What you remember, that is the illusion.
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