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  1. #31
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    "Less stress-free" doesn't mean that DPS checks are going to be more common. Considering most of the time it's execution and not damage holding groups back, a damage meter won't help.

    That doesn't mean I wouldn't like to have a DPS meter as part of the game. But I want it for my personal self-improvement, or to help friends who are asking for help on how to get better. Instead of punishing the majority because a small minority abuses a tool, they need to punish that small minority that is abusing it.

    Remember: There are plenty of kill logs where no one in a party was rating above 60th percentile. They may not be the best players but they still perform well enough for what the content requires. Stop obsessing over damage and look at the other things required to get a kill, such as execution of mechanics.

    We also still have no clue exactly what he was referring to when he said "less stress-free". Players jumping to conclusions will forever be one of the biggest problems in communications with developers.
    (4)

  2. #32
    Player
    SailorCeti's Avatar
    Join Date
    Aug 2021
    Location
    Limsa Lominsa
    Posts
    67
    Character
    Usasa Usa
    World
    Diabolos
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Absurdity View Post
    I assume this is in response to Yoshi-P's comment about adding some stress back into the game.

    I highly doubt we will suddenly have enrage wipe mechanics in normal mode.
    It will just be to the extent that you might now actually be able to die in normal content.
    I already die in normal content. I don't touch anything higher. If this comes to pass, they lose a customer. Not that they'll care. Just saying.
    (2)

  3. #33
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    751
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Jojoya View Post
    We also still have no clue exactly what he was referring to when he said "less stress-free". Players jumping to conclusions will forever be one of the biggest problems in communications with developers.
    I think this is also the main part for them to find out. What causes people to consider something more difficult, or relaxed, and focus on those things.

    A few things i know that generaly make things trivial that could be optimized a bit better:
    - Mechanic skipping: especialy trials suffer here and end up being too short to realy show all mechanics and some combinations of them. Giving bosses extra health or invuln stages to enforce mechanics to happen would help. This is extremely harmful for the experience.
    - Not enough punishment for getting hit: vuln stacks arent punishing enough in a lot of cases. If you can stack up 3 or 4, you generaly should just die. And idealy they should last long enough so the chance of getting more is higher (and therefor you want to avoid that a bit more)

    Another problem is that the 'tutorial' phase of a trial usualy takes too long, making the later phases never happen. There could also be the alternative that these phases become more compact. In dungeons the earlier bosses are often good for this. But in trials, if a mechanic was used before, i think its best if it at some point just no longer repeats the 'introduction' and just uses it. For example if a certain attack has a left/right possibility, the introduction only needs to show the effect once, and this can just be randomized (or maybe alternate the sides between attempts in a static way).

    Extreme does most things fine here, except ilvl creep is making these become a bit too easy and skip later mechanics. But here the later mechanics often feel a bit more like filler as its intended that people have to beat it well before enrage. This works for that part fine. And phase changes if needed could still involve an invuln (or very high damage resistance)
    (0)

  4. #34
    Player
    Souljacker's Avatar
    Join Date
    Apr 2011
    Posts
    1,220
    Character
    Last Hero
    World
    Coeurl
    Main Class
    Thaumaturge Lv 90
    I don't get why everyone gets in a twist about DPS meters. This is a game where a job has a literal telegraph when you've messed up your rotation for everyone to see, and that's apparently just fine.
    (1)

  5. #35
    Player
    Neoyoshi's Avatar
    Join Date
    Aug 2013
    Location
    ☀ Ul’dah ☀
    Posts
    986
    Character
    Neoyoshi Kaligawa
    World
    Gilgamesh
    Main Class
    Monk Lv 100
    It's always been a unnecessary and forced feature in other mmorpg's, no one really 'needs' a meter that tells them their damage output moment to moment, and we already have a system that lets users know who has Enmity that is broken up into a small meter icon and nameplate colors.

    What we have works well for what it is, we don't need layers of additional data management for game content that people can properly function in and clear normally by learning.
    (2)


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  6. #36
    Player
    Boblawblah's Avatar
    Join Date
    May 2022
    Posts
    2,322
    Character
    Shara Dei-ji
    World
    Ultros
    Main Class
    Arcanist Lv 90
    I think sometimes, people take what Yoshi-P says too seriously. But that's just me. I'm just here for the fun events and free cars!

    (2)

  7. #37
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,692
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Neoyoshi View Post
    It's always been a unnecessary and forced feature in other mmorpg's, no one really 'needs' a meter that tells them their damage output moment to moment, and we already have a system that lets users know who has Enmity that is broken up into a small meter icon and nameplate colors.

    What we have works well for what it is, we don't need layers of additional data management for game content that people can properly function in and clear normally by learning.
    The enmity numbers are near useless as they include healing, “reset” at seemingly random times and since the classes aren’t designed to do the same damage anyway they can be misleading, an underperforming MNK can still show up as higher than an overperforming RDM for example

    There should be a system far clearer than the enmity bars
    (3)

  8. #38
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The enmity numbers are near useless as they include healing, “reset” at seemingly random times and since the classes aren’t designed to do the same damage anyway they can be misleading, an underperforming MNK can still show up as higher than an overperforming RDM for example

    There should be a system far clearer than the enmity bars

    To be fair, an underperforming monk doing nothing but hitting 123 is like, 70% of monks potential.
    (1)

  9. #39
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    861
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by ZiraZ View Post
    Stone, Sky, Sea challenge as part of the Extreme/Savage unlock, good or bad?
    Its current implementation is pretty bad. The numbers required to beat it job by job are arbitrary and they have like a 3-min duration before you fail, which can force you to perform non-standard rotations in order to beat the timer. It is also quite rough if your gear is at the minimum item level or close to it.

    They'd have to rework them completely.
    (1)

  10. #40
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    553
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    No. Really, no.

    Dpsmeters are tools I've been using for a long time. I raided on wow with it; I use the FF one more episodically when I have the patience to get into sadic. They're extraordinarily useful... When you really want to use them. That means looking at your rotation; analyzing the logs; comparing your parse with those of other players of the same class; and testing new approaches on this or that boss to optimize the whole.

    On the other hand, they're completely useless in the hands of people who just see a colored bar. Especially in content such as dungeons, which are influenced by (flawed) equipment synchro. I still remember when I first downloaded my add-on on wow; it was "ok, I'm higher than this player, cool!". Only to find that the next chamelio was putting miles on my dps, so what I'd observed before was null and void.

    You can add all the add-ons you want, but if the player who has them doesn't want to make the effort to use them properly, then they're useless. The only thing they'll add is the potential for further toxicity, without any accompanying benefits.

    + As has been pointed out many times on this thread: we don't know what Yoshi-P means by "adding stress". I dream of a more challenging overall content, but... Right.
    (1)

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