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  1. #1
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Gokki View Post
    I must say I disagree. FFXIV never focused on making complex damage rotations - in order to load that complexity on the content.

    If the rotations were difficult then the fights themselves can't be complex, reducing the fun aspect of them.

    The combat system is deceptively complex and demands perfect execution and optimization in order to compensate for mistakes that happen elsewhere, with harder fights having less room for that.

    Damage optimization while doing raid mechanics and coordinating with party is where the challenge is, not the individual aspect of your character.

    Bomb Logic, not Sword Logic.
    The problem is that Encounter Design does has way less 'shelf life' than job design because of how XIV structure is:

    - Focus on the encounters: They are complex and engaging until you get your clear and suddenly they are braindead as long as everyone is on the same page. What remains is a bunch of boring jobs to go through those reclears until you don't need to reclear them anymore. Add to the aggravation the small quantity of High End content you're offered every major patch.

    - Focus on the jobs: They are complex and engaging, and at some point you master their mechanics, but you still need to be on your toes and be doing decision making constantly. Shelf life is bigger because you need to apply that to different encounters, which lead to different variables. This is exactly why today BLM is the job with the most shelf life imo.

    In a ideal world you'd have a neat balance between the two of them, but if I could choose just one to be the 'complex one' would be Jobs, not encounters.
    (5)

  2. #2
    Player
    Gokki's Avatar
    Join Date
    May 2016
    Posts
    193
    Character
    Gokki Di
    World
    Twintania
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Valence View Post
    Reducing the fun aspect for you maybe. I don't care about encounter mechanics that ask me to play DDR on repeat and pass body checks that I can't even help others through with my skills. I care however for intricate and fulfilling job designs, and the game currently fails spectacularly at this. Everything is extremely basic.

    Note that I'm using intricate on purpose, not complex, because complexity for the sake of it is just intellectual wankery.
    I'm afraid the game engine is too limited to design anything dramatically more intricate and complex. For example: there doesn't seem to be any channeled abilities other than... Flamethrower? There's no parry, dodge or reposition mechanics, there's no aiming, there's no rythm other than the dualweaving GCDs we got, there's no multiplayer abilities or spells (imagine two BLMs casting in tandem). There's a lot that can be done to make combat more interesting but is limited by an old engine, networking and outdated interface.

    Quote Originally Posted by Raikai View Post
    The problem is that Encounter Design does has way less 'shelf life' than job design because of how XIV structure is:

    - Focus on the encounters: They are complex and engaging until you get your clear and suddenly they are braindead as long as everyone is on the same page. What remains is a bunch of boring jobs to go through those reclears until you don't need to reclear them anymore. Add to the aggravation the small quantity of High End content you're offered every major patch.

    - Focus on the jobs: They are complex and engaging, and at some point you master their mechanics, but you still need to be on your toes and be doing decision making constantly. Shelf life is bigger because you need to apply that to different encounters, which lead to different variables. This is exactly why today BLM is the job with the most shelf life imo.

    In a ideal world you'd have a neat balance between the two of them, but if I could choose just one to be the 'complex one' would be Jobs, not encounters.
    I agree, but without the aforementioned examples while keeping the game balanced and working it's going to be difficult to break the status quo on game design.
    (0)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,079
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Gokki View Post
    A rudimentary version of this exists in the early Omega fights, but that is still basically a rectangle arena.
    I made a thread somewhere in that same forum about how Phantom Train is the best designed raid encounter by far, not for its mechanics or buffs, but for the whole unique scenery, changing platforms and phases, it's actually trying to tell a whole story saga, and that's to wonder why every other boss ever is a static dummy on a platform with no rails... I don't have the answer to this to that day.

    Quote Originally Posted by Gokki View Post
    I'm afraid the game engine is too limited to design anything dramatically more intricate and complex. For example: there doesn't seem to be any channeled abilities other than... Flamethrower? There's no parry, dodge or reposition mechanics, there's no aiming, there's no rythm other than the dualweaving GCDs we got, there's no multiplayer abilities or spells (imagine two BLMs casting in tandem). There's a lot that can be done to make combat more interesting but is limited by an old engine, networking and outdated interface.
    I wouldn't mind having those, but if you have actually played before ShB, we had a lot of other facets to the game that have been axed, proper and simple. A lot of resource management, teamplay, etc. They had a lot more building blocks to build things upon, unlike today. They need to reintroduce things, whether it's inspired by what we had or your ideas.. This would help both in encounter design and job design.
    (6)

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,944
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Valence View Post
    I made a thread somewhere in that same forum about how Phantom Train is the best designed raid encounter by far, not for its mechanics or buffs, but for the whole unique scenery, changing platforms and phases, it's actually trying to tell a whole story saga, and that's to wonder why every other boss ever is a static dummy on a platform with no rails... I don't have the answer to this to that day.



    I wouldn't mind having those, but if you have actually played before ShB, we had a lot of other facets to the game that have been axed, proper and simple. A lot of resource management, teamplay, etc. They had a lot more building blocks to build things upon, unlike today. They need to reintroduce things, whether it's inspired by what we had or your ideas.. This would help both in encounter design and job design.
    First coil is another example of a raid telling a story by locations

    T3 is a joke but it does add a lot visually to how first coil feels like a single raid of a physical location split over 5 fights which I absolutely love
    (6)