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  1. #51
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Gath View Post
    Because they were not hard. In any MMO figuring out a "main" boss from content is trial and error, but the sheer challenge is different from doing it multiple times.

    Ifrit was not hard, the animation lag was and that's not a real challenge, it is crappy programming.

    Moogle was easy because it didn't revolve around the moogles using animation lag to their advantage.

    Pandy Warden in FFXI was hard, even though the two hour kill strategy was solid it still took an immense amount of skill of 18 different players.

    Absolute virtue was also hard, as well as Vrtra, Nid, Byakko, etc.

    Gath's 1 gil is worth more than your 1 gil.
    Gath forgot to talk in 3rd person .. /sigh

    Not directed at Gath..
    as others have mentioned about Ifrit and moogle though.
    1:- next time dont' look up the best strategy.
    2:- If we could only do content once a day or week it would have taken weeks and months before the first kill.
    (3)
    Last edited by Jinko; 03-03-2012 at 01:43 AM.

  2. #52
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    first good post that elreed reads about gaths, elreed believes that we need more difficulty and fights like moogle that are never the same.... ok enough of the weirdo third person talk

    Ifrit battles are tedious after knowing all the strategy, theres no random skills at all, just making an example if they increased the time of plumes and cracks to explode they could make those appear in different parts of the arena, this is more talking about plumes they always appear in the same spots leaving several safety spots all the time, so you only need to know wheres the safety zone and stand there as mage all the time, if they change that making plumes random with no safe spots at all giving us more time to move before exploding the battle would be more dynamic and fun.

    One thing that they could add to that battle is a skill that makes trash mobs to spawn, more like batraal fight, that would add a lot of difficulty to the fight and keep us worrying about more stuff at the same time.

    Better the drop rates but make the fight harder.
    (1)

  3. #53
    Player
    Stufoo's Avatar
    Join Date
    Mar 2011
    Posts
    126
    Character
    Stu Foo
    World
    Excalibur
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Gath View Post
    Yet none of it was tedious, now was it?

    All content can be easy with practice, but a lot of times people don't want to practice because of the tedium.
    The only answer is that you need all types of content (easy drop/quested, tedious grind, and challenging but rewarding), and a lot of it. Dynamis relics were not difficult, they just took time, money, or scamming the LS. They were still very good for the game and kept some playing with something to shoot for. Dynamis overall was fairly shallow though, just relic armors and currency for weapons, and shadow mantle and ring. For a better example you can look at Apollyon and Temenos. These let you upgrade your regular artifact to +1 (bringing something from the past back into relevancy is always nice), added plenty of useful accessories purchased by collecting ancient beastcoins, and the end goal was of course the boss fights for Homam and Nashira armor sets. It's not hard at all to target the correct areas for your artifact items and then just hope it drops, it's not hard to get 75 beastcoins eventually, and after a bit only far below average linkshells will wipe to Omega, but that's okay.

    Final Fantasy XI was very, very tedious, even the majority of the fights were, and the major challenge to the game was making sure each person was fulfilling their role, not the roles themselves, but the content was robust and repeating it wasn't too much of a hassle, it usually spread its rewards out in a way to reward people who go back in at least some way (ancient beastcoins being bazaarable, currency/alexandrites being worth something is a nice boost while you're farming relic armor/DKP in dynamis or getting your salvage armor materials, sky triggers being bazaarable, etc.) To say that there is no room for tedium in a well designed game is pretty blind because when you can get the incentives and weight of effort correct it only adds to the longevity and depth of the game's content. The tedious things should be done along the way to the goal though, not the focus of it, and that's where XIV has failed so far. The content (if you call it that, I don't) we have now is shit, of course it is, with everything being made useless by each new patch and having to grind out a boss until luck favors you on a drop, but making the drop rates higher would only make you finish it faster. You need to make it deeper, not quicker.

    No one would play FFXI for 8 years if the only boss fight was the Ifrit avatar battle either, we get that, Yoshida gets that, and he's working on it. I feel as though the content in XIV has been deflated, it just feels empty, and not specifically in the sense of challenge. It would probably sit easier on people's stomachs if the weapon drop rates were five or so percent better and the totems were used for other things as well, such as unique accessories or buff potions and good food, or unique synth materials that fighters could sell. It really just feels incomplete to any other event imaginable. Raids get solved in a week, that's normal. Fights get beaten in a day or two as well. The true test is things like maybe Crystal Tower, and the large, large style content overhauls that are comparable to Dynamis, Sea/Limbus, Abyssea. Ifrit is small fish, if it bugs you so much, quit playing for a bit. Won't be missing anything.

    Also, to Nidhogg and Byakko being hard: lol

    They were powerful, not hard. That's what happens when you design monsters for a game that is okay with you dying. FFXIV right now is stupid in the sense that it is designed for one tank 8-man parties, so it's never okay for the tank to be in peril, by design. Nidhogg didn't give a fuck about one tank, he had terror, mighty strikes, shadow wiping wing attacks, double attack, and god help you if you were in front of his mouth, and that's not even mentioning Spike Flail if you mess up the positioning or aggro. The same thing with byakko, paralyze, diaga, triple attack and fast speed. They were allowed to kill you because death was okay. They didn't jump away and dash around the arena being completely ineffective for 30 seconds while you recovered MP and healed the tank up.
    (2)

  4. #54
    Player
    electrikALIEN's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    51
    Character
    Lect Eleon
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Jinko View Post
    Gath forgot to talk in 3rd person .. /sigh
    It's the first time in memory he hasn't sounded like a cave man.
    (3)

  5. #55
    Player
    Andvari's Avatar
    Join Date
    Feb 2012
    Posts
    72
    Character
    Andvari Freya
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by electrikALIEN View Post
    It's the first time in memory he hasn't sounded like a cave man.
    Andvari thinks that you sound like a caveman!

    Andvari's 3 gil is 3 times more than Gath's 1 gil
    (2)

  6. #56
    Player
    IStolzI's Avatar
    Join Date
    Jul 2011
    Posts
    202
    Character
    Stolz Phoenix
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Let me get this straight, the game needs content now, and you're suggesting adding mobs that won't be killed for months? You know if that happened youd just be killing moogle and ifrit more lol.

    Also, I think it's funny that people use XI mobs to cite difficulty but also complain about the drop system being tedious. No HNM in XI would have given me as many drops as the primals have, that's for sure. Hell, if I could even kill them to get drops. Not bc the mob was hard, because claiming it was. spending my weekends farming pop items in sky... not tedious at all.

    Topics like this are just backdoor bragging.
    (2)

  7. #57
    Player
    Signy's Avatar
    Join Date
    Dec 2011
    Location
    Ul'dah.
    Posts
    329
    Character
    Signy Ragnarok
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Stufoo View Post
    [...]
    Well i think yoshi is waiting for 2.0 to add proper content, every content we are getting now is something that he can port easy to 2.0 (like instanced dungeon).
    (0)
    I'm the Princess of the Night~~


  8. #58
    Player
    AreeyaJaidee's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100
    Good thread. I agree with OP 100% SE needs

    To stop

    Making cheap content...
    (0)

  9. #59
    Player
    Andvari's Avatar
    Join Date
    Feb 2012
    Posts
    72
    Character
    Andvari Freya
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by IStolzI View Post
    Also, I think it's funny that people use XI mobs to cite difficulty but also complain about the drop system being tedious. No HNM in XI would have given me as many drops as the primals have, that's for sure. Hell, if I could even kill them to get drops. Not bc the mob was hard, because claiming it was. spending my weekends farming pop items in sky... not tedious at all.

    Topics like this are just backdoor bragging.
    Sky was a load of fun, with a whole lot of strategy... to begin with. With the double nin tanking on byakko, to how and when to cast Kirin. Then there was even the Fenrir fight and stuff like that all the time. Here's the thing though, and the reason this whole thread is dumb... we had 0 of this when the level cap was 50! :shakeshead:
    (1)

  10. #60
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Stufoo View Post
    The tedious things should be done along the way to the goal though, not the focus of it, and that's where XIV has failed so far. The content (if you call it that, I don't) we have now is shit, of course it is, with everything being made useless by each new patch and having to grind out a boss until luck favors you on a drop, but making the drop rates higher would only make you finish it faster. You need to make it deeper, not quicker.

    I feel as though the content in XIV has been deflated, it just feels empty, and not specifically in the sense of challenge.
    Hi Stu, Gath,

    Some good thoughts in this thread.

    I definitely agree that we need more *depth* to our current "Max Level Content."

    I would rather Yoshida-san and his team design out an engaging *System* (with multiple incentives and goals) first, which could then inform the addition of Dungeons / Raids and Primals / Boss Fights (and tie them all together), even at the cost of, say, an additional standalone Battle, if it meant that we got a meaningful XIV equivalent of a SKY or Dynamis.

    While Dynamis (early days) may have been a bit "shallow," it kept me interested and busy. I loved taking on Shadow Lord, or trying to get the Rare Currency Drops, working toward Relic Weapons, or trying to help my friends get their Attestations (of Might, Justice, etc.). Even after, say, 50 times of going through Dynamis, I was still engaged because there were goals to keep striving for and different paths / reasons, multiple NMs, etc.

    Or SKY (Tulia) in a similar way, with multiple Trigger NMs / Byakko, Suzaku, Genbu, Seiryuu, Kirin, etc.

    Even though we'd get brand new lands in 2.0, the *System* they design could be ported over without throwing away their work (i.e., the NMs / Goals / Drops) could all still move over 2.0 just fine.

    If every patch up until 2.0 is only going to be a standalone (separate) "Primal of the Month"-type situation, where we spam entering and hoping to get their 7 drops, before rinsing and repeating on another new Primal / Dungeon with its drops, with no long term goals... I'd be pretty bummed out.

    Here's to hoping we get something deeper and more meaningful before 2.0 hits.
    (4)

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