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  1. #1
    Player

    Join Date
    Sep 2011
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    430
    Quote Originally Posted by SilvertearRen View Post
    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.
    (0)

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Quote Originally Posted by Blarp View Post
    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.
    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?

    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.
    (0)
    Last edited by SilvertearRen; 10-31-2011 at 12:04 PM.

  3. #3
    Player

    Join Date
    Sep 2011
    Posts
    430
    Quote Originally Posted by SilvertearRen View Post
    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 I still fail to see the point in doing it in the first place.
    (0)

  4. #4
    Player
    Treach's Avatar
    Join Date
    Jul 2011
    Location
    Gyshal
    Posts
    428
    Character
    Treach O-o
    World
    Malboro
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by SilvertearRen View Post
    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?

    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.
    There is no learning curve, you either realize you need to not stand in fire or you just stand in fire and die.

    You don't practice on a gimp version of the fight to beat the toughest version, you practice on the version you want to beat. If you can't kill the hardest version of the fight you don't deserve ANY loot at all, there is no need for a weaker repeatable version of the fight.

    THE GAME DOES NOT NEED SCALING DIFFICULTY FOR PRIMALS AND RAIDS.
    (9)

  5. #5
    Player

    Join Date
    Sep 2011
    Posts
    838
    Quote Originally Posted by Blarp View Post
    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
    (0)
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