Sounds a lot like you're doing some handwaving TBH.




Or maybe A) I did my homework and B) I've got actual relevant experience in the industry with a similarly large scale developer and publisher so have a fairly good idea of how this stuff is handled in a timely and cost effective manner.
Here's probably the most relevant interview to this topic:
https://www.4gamer.net/games/278/G027835/20151224179/
https://www.bluegartr.com/threads/12...tions-requests
So, what was it you were saying?It may be difficult to deal DPS close to the 100% result. By the way, we also got some posts asking if the members who worked on developing the battles had cleared the end-game content themselves during development.
Yoshida: So like asking whether or how we tested the end-game content and performed balance adjustments?
I think that's the gist of it.
Yoshida: For high difficulty battle content like the extreme battle series, Bahamut's Coils, and the savage version of Alexander, we begin by performing adjustments to the mechanics from an invincible state. Since members of the planning team are practicing the fights for the first time just like players do, if they had to wipe repeatedly there wouldn't be enough time to make adjustments. The priority in this stage is to make sure the mechanics are understandable and hinted at.
By looking through the whole fight in an invulnerable state, you can still repeat with trial and error but it takes less time to get used to the mechanics.
Yoshida: Well, since we're doing adjustments we're starting from a "rough" state of the final fight, so it's a bit different. By implementing the mechanics roughly and testing them in an invincible state, we can make larger adjustments for the mechanics and get a feel for each phase. Once we've made the primary adjustments to the mechanics, we apply a different version of the invulnerable status.
What are the differences?
Yoshida: The HP gauge will drop from damage as usual, but instead of falling when it hits 0, it gets refilled to max. Finally, we remove it and we see whether it can be cleared normally with no changes.
I see. And this applies to the highest difficulty content like the fourth section of Alexander savage?
Yoshida: For the third and fourth parts of Alexander savage specifically, we tested each phase. The FFXIV battle team is made up of some pretty good players, but these aren't world class players. It would have taken longer to perform adjustments if we tested as usual, so we tried to shorten it a bit.
So the release would be delayed if they tested until they could clear.
Yoshida: Since the development cycle is limited we had to proceed with the development of other content. You could sort of say we've cleared it completely through (laughs).
If you could easily clear it then it wouldn't really be fitting as the most difficult end-game content.
Yoshida: That's right. The battle check members of the development team look at FFXIV players and take samples of log data from the hardest battle to compare. The DPS values for the world-class players is really amazing....
Last edited by Sebazy; 05-21-2022 at 07:36 AM. Reason: Formatting
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
I think damage meter shouldn't not be implimented on casual content aka no enrage timer. However they should add somekind of dmg test to pass if you want to touch newer savages or extremes. That would be the best path.

So like gating savage raid finder behind stone/sky/sea, or providing a stone/sky/sea clear checkbox for savage PF recruitment? I don't imagine there would be strong objections to that.
I have to think about whether I would object to a stone/sky/sea clear checkbox for regular EX trials. I think not, but they also feel more mid-core than hard-core so I'm not sure it's needed? I remember getting surprisingly far on Susano and Titania EX with people who had never actually played the game before - maybe clearing stone/sky/sea beforehand might have helped in that instance.
Last edited by Avenger; 05-21-2022 at 07:59 AM.
its a good idea but id imagine there would still be some objections to that. there are some players that will say gating content based on someones dps is "toxic."
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