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  1. #11
    Player
    Zeastria's Avatar
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    Jan 2023
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    ¯\_(ツ)_/¯
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    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Shurrikhan View Post
    .......
    1) In ffxiv many clues often get drowned in a lot of other stuff happening at the same time – Often beeing unclear and short.. Some are outright terrible vauge and easy to miss...sometimes animation dosnt match.. ect.. skills going off before the castbar..ect
    (Beeing able to filter out the information or show less would help ofc..)


    2.By non-scripted ; It dosn't mean less abilites, rather it means you have to pay more attetion to the boss -- Because it's abilites are going to happen in random order ( and you have to adjust after the boss at all times) – For this to work you need clear clues(less cluster at screen)..
    You cannot follow a set pattern with this.(the same boss will never be 100% the same..ect)
    Only the big abilites should be build around hp %, so players know when to expect such abilites.


    3.I was talking about player position not being registered .
    Like you can die to aoe you clearly didnt stand it..bc the sever didnt read your new position.

    4. Make more sense when you consider it with point 2..
    Also it sux to use an global cd heal, and have to wait to press your dps button..
    because they share global cd.

    5. Not gonna put effort into something none will read..
    Most people here don't even read what i say..they make up assumption and twist my words..
    (0)
    SCH/AST/DNC/VPR/SMN

  2. #12
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zeastria View Post
    1) In ffxiv many clues often get drowned in a lot of other stuff happening at the same time – Often beeing unclear and short.. Some are outright terrible vauge and easy to miss...sometimes animation dosnt match.. ect.. skills going off before the castbar..ect
    (Beeing able to filter out the information or show less would help ofc..)
    I'm aware of what problem you wish to address. I was asking how you wish for it to be addressed.

    (The thread is attempting to compile improvements/solutions that can be performed easily and efficiently, not just the problems that may be lucrative to address.)

    2.By non-scripted ; It dosn't mean less abilites, rather it means you have to pay more attetion to the boss
    Could you explain then what you meant by "Should be RNG based, only few abilities"?

    Is that not to say that there should be only few abilities, but instead... that only a few abilities should be RNG based (which would leave the fight still mostly scripted)? What is your intended meaning?

    The remaining concerns stated earlier still appear to hold, also.

    3.I was talking about player position not being registered .
    Like you can die to aoe you clearly didnt stand it..bc the sever didnt read your new position.
    So not "clipping issues", but instead issues caused by latency and/or inconsistent actuation times (AoEs snapshotting their hit checks before the cast bar completes)?

    We won't be cheaply able to improve issues consequent to latency, but we could potentially standardize actuation times to their most intuitive (e.g., snapshots checks precisely at the moment the cast completes) for relatively good effect compared to the efforts required, I would imagine.

    4. Make more sense when you consider it with point 2..
    Also it sux to use an global cd heal, and have to wait to press your dps button..
    because they share global cd.
    Again, I don't understand your warrants here. Why would having no choice between dealing damage or healing and likely having maximum damage and healing each tuned down accordingly (because you can always do both simultaneously, effectively turning ALL heals into oGCDs) be preferable to having those choices and greater consequent maximum outputs of either (at the same total combined output)?

    5. Not gonna put effort into something none will read..
    Most people here don't even read what i say..they make up assumption and twist my words..
    Fair enough, I suppose. We'll skip that one, then.

    Though if you're going to a majority of the effort to put your words into a thread at all, it makes little sense not to put in that bit more to make your words understood, no? No one here has thus far attempted to twist your words, only to understand what it is you want.


    Suggested Policies/Solutions Thus Far (if I'm understanding you correctly):
    • Standardize outlier boss mechanics' actuation times to instead, like most mechanics, snapshot their hit checks at precisely the moment of cast time completion.
    • Add (well-situated) randomization to the order of (sets of) boss mechanics in (a certain few to most) encounters that are currently entirely scripted. (Number/portion of encounters still to be defined. Still need more precise parameters for problem-free situating of these random-order [sets of] mechanics.)
    (0)
    Last edited by Shurrikhan; 09-11-2023 at 09:05 AM.

  3. #13
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Shurrikhan View Post
    ..
    2.
    RNG-> The order the boss use abilites..
    Few abilites --> i mean the expected abilities you face in a fight..(ones that actives when boss reach x % ones).

    3.
    Never experienced such issues in other mmos tho.

    4. You will want to be able to use your abilites on very short notice - Dont think of the game as it is now.
    Also the dmg output from the bosses should be higer..meaning just doing offglobal heal wouldnt be enough.

    Ppl who dosnt pay attetion will be hit and ofc clues should be clear and stay long enough for players to react..

    In ffxix you can just sleep most of the fight..if you have memorized it.
    That's the issue with scripted fights.. its just the same thing over and over and over.

    When you get good at the fights - it become very easy..
    The only fun you can milk out of it..is if you get bunch of new ppl.

    It may sounds like im super unhappy/negative about the current game, which isn't true ( i still play it everyday)
    I just like thinking about other solutions,possible ways.
    (im not saying what i suggest is the only way..i only share my opinion)
    (0)
    Last edited by Zeastria; 09-11-2023 at 09:38 AM.
    SCH/AST/DNC/VPR/SMN

  4. #14
    Player
    Reinhardt_Azureheim's Avatar
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    Oct 2017
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    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Most people said already jobs and their cooldowns needing to be diversified and ripped out of the 2min sync, so apart from that...

    I for one would appreciate if they stopped making bosses with galaxy-sized hitboxes taking anywhere from 60-90% of the room. Make melee work for their uptime again if we already are killing off positionals.
    (2)

  5. #15
    Player
    Elissar's Avatar
    Join Date
    May 2020
    Location
    Ul'dah
    Posts
    502
    Character
    Ellisar Loravalur
    World
    Behemoth
    Main Class
    Black Mage Lv 90
    Tera combat
    (0)
    hope is the first step on the road to disappointment

  6. #16
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
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    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Elissar View Post
    Tera combat
    I've seen Tera combat. You are better off playing a game that sports tera combat - like Tera.
    (0)

  7. #17
    Player
    Jirah's Avatar
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    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Nerf or remove Echo, its overpowered and makes content CT like and a crappy reward for wiping. Or maybe have it on if the party wipes multiple times or idk have it as a vote thing! Your raising poor players with this system
    (1)

  8. #18
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
    Posts
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    Seeing as it's already common courtesy to have researched fights before you jump into a group, I would love to see practice modes of fights [ex, savage, maybe not ulti I feel like that would get people ruffled] so people can practice mechanics away from pressure from other people or making people feel like they have to lie to see prog. For savages and stuff let them unlock after the world race. People would be either going blind or waiting for a guide anyways. Bardam's Mettle style so no dps - just mechanics. You get it right you get a little tick over your head and you proceed, 3 strikes and you restart. People new to harder content can see if it's for them without judgement, people going thru PF can feel some control over their lives instead of being completely at the mercy of the state of the Pf scene on their servers, Static raiders can practice on their own time without being beholden to 7 other people or hijacking pf prog groups.
    (0)

  9. #19
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Further Questions:

    Quote Originally Posted by OgruMogru View Post
    Seeing as it's already common courtesy to have researched fights before you jump into a group, I would love to see practice modes of fights [ex, savage, maybe not ulti I feel like that would get people ruffled] so people can practice mechanics away from pressure from other people or making people feel like they have to lie to see prog. For savages and stuff let them unlock after the world race. People would be either going blind or waiting for a guide anyways. Bardam's Mettle style so no dps - just mechanics. You get it right you get a little tick over your head and you proceed, 3 strikes and you restart. People new to harder content can see if it's for them without judgement, people going thru PF can feel some control over their lives instead of being completely at the mercy of the state of the Pf scene on their servers, Static raiders can practice on their own time without being beholden to 7 other people or hijacking pf prog groups.
    A small note: Further separating fresh runners into a separate category means we'll be going just from watching videos being a courtesy that's increasingly expected of people as difficulty and time since release increases... to further disallowing anyone from even learning mechanics immersively (e.g., per a winged/fresh run).

    Is that a climate we want? If not, how might we provide similar benefits without these features further reducing gameplay options for others ("rude" though they might be outside a 'fresh' run premade / in parties for which at least a slight majority would likely have watched videos)?

    Could similar benefits be had from just improving player means of joining a party at their specific progress level (with finer thresholds than in Raid Finder) in a manner that can't be lied about?

    Quote Originally Posted by Jirah View Post
    Nerf or remove Echo, its overpowered and makes content CT like and a crappy reward for wiping. Or maybe have it on if the party wipes multiple times or idk have it as a vote thing! Your raising poor players with this system
    "Raising poor players" just as in getting them through a single threshold or also as in hurting their longer-term (chances at / rate of) improvement?

    What content are players pushed through by Echo that would otherwise be a particularly relevant learning experience, and is that loss to player learning likely to matter more to those players or those they will later encounter than the longevity of the content whose use cases are bolstered by Echo?

    Despite what these questions might imply, I suspect I agree with you to an extent. One less arguable part, to my mind, is that Echo is gimmicky in that it is wholly bimodal, which can incentivize gimmickily gaming it by just having tanks and healers stay alive until having gotten just enough seconds to generate Echo, wiping, and repeating, so that the fight can then be cleared after. Such strikes me as too weak a deterrent for accessing that ease of a clear to really function as a deterrent (rather than merely an annoyance), at which point I have to ask why players not be allowed to just set the difficulty reduction modifier from the start if it is still to be permitted. Else, it feels like the requirements for further Echo, or the way the benefit scales with progress, should be revised to suit some other intended result than just trading preparatory time for ease of clear.

    Quote Originally Posted by Elissar View Post
    Tera combat
    What aspects?

    Would you, for instance, like to see 3D UI components to mark especially significant status effects like Stun, Chain Strategem, Mug, Barriers, etc.?

    Would you like to have attacks with fixed movement properties (think En Avant as an AoE)? Do you want movement to be locked in somewhat during certain attacks, more generally (for fewer/less "floaty" animations as seen on a moving/gliding True Thrust or Venomous Bite)?

    What are you looking for within that vast/vague umbrella of TERA-like combat?

    Quote Originally Posted by Zairava View Post
    [Resists inserting long winded DRK theorycraft for the nth time]

    To be serious, I want our damage to be more spread out rather than too reliant on big meaty hits every 2 minutes. For raid buffs and cooldowns to be more spread out again. This should make it easier to make more jobs rotations have more distinguishable different flows.

    I want [more] kit interaction within the tanks. There's a woeful lack of it at the moment. If they are going to move forward with the tank responsibilities they keep streamlining, then it would be nice to have our kits compensate for losing them.

    Take for example, because it's easier for me to list, Dark Arts. It doesn't really exist now, but if they were to bring Dark Arts back and find a way to fit it in so that we have some meaningful kit interactions (modifying/empowering abilities or otherwise) and player agency, it would be a much welcome change. It would require some trimming, but it would be better for the job as a whole, imo.
    Not to force you to crack open the whole DRK theorycraft again, but how might you generally exemplify your desired increased "kit interaction" among each tank? Are you looking to just give each tank one versatile tool extra that can make more out of one gauge or are you looking to have skills interact with each other (rather than just with one central node/modifier)?
    (0)
    Last edited by Shurrikhan; 09-12-2023 at 09:23 AM.

  10. #20
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
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    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Further Questions:


    A small note: Further separating fresh runners into a separate category means we'll be going just from watching videos being a courtesy that's increasingly expected of people as difficulty and time since release increases... to further disallowing anyone from even learning mechanics immersively (e.g., per a winged/fresh run).

    Is that a climate we want? If not, how might we provide similar benefits without these features further reducing gameplay options for others ("rude" though they might be outside a 'fresh' run premade / in parties for which at least a slight majority would likely have watched videos)?

    Could similar benefits be had from just improving player means of joining a party at their specific progress level (with finer thresholds than in Raid Finder) in a manner that can't be lied about?
    I should have specified that I was envisioning a solo instance for this, sorry! I wouldn't want to skip out the team experience at large, that would do more harm than good. I just want an in-game xivsim so it reduces the pressure and tension in PF. Whether that be with pared down mechanics, trust ai or a list of phase chapters so you can just nail down the one part of a fight you need to practice without either waiting in PF for hours, failing in PF for hours, or being unable to continue after the scheduled raid day with a static because people have to gone to bed or whatever. It shouldn't have to be mandatory and if people don't feel like they need it, it shouldn't be enforced as a requirement for entry to a party - but I'm just so desperate for some personal agency in my own ability to practice and learn fights, without having to first play a round of PVP. Hell even if there was some wizardry that could allow access to phases of the fight to practice only once you've actually reached it yourself outside of practice mode.


    If I'm in an orchestra, I can practice my part by myself. I don't just read the sheet music at home and try to imagine how it would sound. I practice my part so that when it's time to group up I can then practice on the performance at large and the nuances of playing with a group.

    "Could similar benefits be had from just improving player means of joining a party at their specific progress level (with finer thresholds than in Raid Finder) in a manner that can't be lied about?" Possibly and that would probably be the most practical solution but that can still be disrupted by other players mentality or time constraints, even if the prog points are more well defined.
    (0)
    Last edited by OgruMogru; 09-12-2023 at 11:12 AM.

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