Results 1 to 10 of 72

Hybrid View

  1. #1
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    767
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Marauder Lv 88
    Quote Originally Posted by Arngrim_Greyashe View Post
    People seem to think that talking to their party and asking them what went wrong is taboo or something. I don't want the game to start holding people's hands. It's really not that difficult to see a mechanic a few times and figure it out, in normal content. If you're having difficulty, ask your party members. They're a resource for you right there in the moment. If it's new content, everyone is in the same boat of not knowing so there's trial and error. It seems like this player base is just asking for handouts more and more instead of actually willing to work for the rewards or willing to plan ahead with a party.

    I can guarantee you that if, at the beginning of a dungeon, you tell the group you're new and ask for pointers that they'll offer it.

    TLDR: No need to change anything. Just try to learn mechanics and utilize the party that's there with you. There's a well of knowledge there to utilize if you're having difficulty.
    This works for dungeons but not really for (normal) trials and raids. Those have too much mechanics for it all to be explained in text and require more trial and error for them to be learnt. DF parties are also never patient enough to explain, understandably so since there's little use to it, except for 1 very important mechanic perhaps.
    (0)

  2. #2
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by SamRF View Post
    This works for dungeons but not really for (normal) trials and raids. Those have too much mechanics for it all to be explained in text .
    Do they? There's usually one big mechanic (the moon colours in the OP post for instance), and everything else is just something we already know with perhaps a different coat of painting. Besides, trial and error is rarely so detrimental for the whole team once the fight has been around for long enough. I can't think of a trial that can't just be carried with fewer party members.
    The game makes it obvious enough when there is someone's first time in that instance, people can adapt and write up that one mechanic that might have caused a wipe.

    I'm all for people trying to communicate better and just... try harder again rather than having everything dumbed down over and over again.
    (3)

  3. #3
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    767
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Marauder Lv 88
    Quote Originally Posted by Mansion View Post
    Do they? There's usually one big mechanic (the moon colours in the OP post for instance), and everything else is just something we already know with perhaps a different coat of painting. Besides, trial and error is rarely so detrimental for the whole team once the fight has been around for long enough. I can't think of a trial that can't just be carried with fewer party members.
    The game makes it obvious enough when there is someone's first time in that instance, people can adapt and write up that one mechanic that might have caused a wipe.

    I'm all for people trying to communicate better and just... try harder again rather than having everything dumbed down over and over again.
    Don't straw man me into making it look like I want content to be dumbed down, on the other hand I proposed ideas to make normal content more complex than ever before. Not that I expect you to have read the whole thread of course but read my previous posts if you want to understand my position better.
    (0)
    Last edited by SamRF; 06-15-2020 at 12:38 AM.

  4. #4
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    730
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Genz View Post
    Vuln up and instant KO share the stupid trait of making "healing" irrelevant, and are the source of the problems regarding healer jobs.
    That's sort of what I was saying about vuln ups. If one mechanic gives a vuln, that's fairly survivable. If everything gives a vuln up, there is very little chance for someone new to the content to survive.

    In either case though vuln is better than instant death from a healer stand point, if we're considering healer relevance. A player with vuln that manages to live will need more healing or attention to survive raidwide damage. A good player can strategically eat vulns for DPS gains and live, doing this does increase the work for the healer. You're less likely to see a new comer doing this though.

    Quote Originally Posted by Fynlar View Post
    These fights are specifically designed that way; you are meant to fumble around and die a few times until you learn.

    It is the only way these fights maintain any semblance of challenge for newcomers. If it told you exactly how to handle a mechanic, what would be the point of designing the mechanic?
    At the same time this creates a situation where a new comer spends the encounter dead while the rest of the party that has memorized everything plows through the fight. That's not fun.

    Mechanics can be designed so that players know what to do, but not the best way to execute them. You can clearly see this in savage fights. Players go in having watched guides, so they know how to do a mechanic, but that doesn't mean that they can do them perfectly. Casual content could be built around a similar idea, where the player knows what is supposed to be done, but not the best way to do it.

    Assuming that players know how to handle a mechanic before entering a fight and removing instant wipe penalties would also allow for more variations of a given mechanic to be used. In other words, a mechanic might change slightly every time you queue for a duty, and you'd have to figure out the optimum on the fly. Personally I like the idea of feeling the slight tension of a first time run no matter how many times you queue for something. It would really help break up the monotony of doing something hundreds or thousands of times and would help to keep new and veteran players closer in terms of experience.
    (0)

  5. #5
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by SamRF View Post
    Don't straw man me into making it look like I want content to be dumbed down, on the other hand I proposed ideas to make normal content more complex than ever before. Not that I expect you to have read the whole thread of course but read my previous posts if you want to understand my position better.
    (Yes I did, my last line wasn't directed to you but more about the broader discussion here, don't worry! I only replied to the part I highlighted because a multitude of mechanics does not mean it has to be complex, mainly because we know most of these already )
    (0)