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  1. #11
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,180
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by KageTokage View Post
    WoW is generally only scripted with certain mechanics happening at HP thresholds and bosses otherwise largely lean towards having abilities with variable cooldowns that are not always triggered immediately and can force people to respond to it differently if it ends up overlapping with another mechanic. The mechanic design also tends to be simpler and less rigid but you are constantly having to pay attention at every given moment because you never know precisely when something is going to go off and there is much more dynamic adjusting needed on the part of the player depending on how all the factors align.
    I'm genuinely asking if you can give some specific examples of this, because I can't think of any. What I do remember from my years of playing WoW and doing Regular and Heroic-level raiding was having to use DBM...which specifically tracked the cooldowns of when bosses would be using their moves. The entire system worked because it was predictable.
    (0)

  2. #12
    Player CaedemSanguis's Avatar
    Join Date
    Dec 2015
    Posts
    1,106
    Character
    Arome Framboise
    World
    Moogle
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jeeqbit View Post
    The game has always had "scripted randomness", but it's generally still a script ie. the randomness happens at a certain time or order in the fight.
    Yeah, that's what I said

    Quote Originally Posted by Jeeqbit View Post
    But anyway, they are intending to move away from "safe" mechanics they've done since Stormblood and just risk some of them falling flat or receiving complaints, so that they are more unique and interesting.
    Yeah, I think the devs might be on the good path with that tornado mech

    Quote Originally Posted by Striker44 View Post
    I'm confused what you mean by WoW-style...unless WoW did something very different in their current xpac compared to all previous ones, WoW and FFXIV have both always felt like "scripted dances" with "scripted randomness." I get the same "adjust to what happens" feeling from both games.
    Well, I definitely dont get the same feeling from savage-ultimates/heroic-mythic raids, there is still some scripted dance part in WoW but definitely less than FF14 which is just about scripted fight

    Quote Originally Posted by Valence View Post
    Currently the game has no randomness whatsoever, except in very niche cases (like P8S doorboss where two segments can be swapped around at random).

    Personally I hate DDR and rehearsal, and I like systems that make me adjust to chaos and make runs not pale boring copies of each other, all blending into a single vapid practice session, so if more random chaos happens and gets mixed in with the script, I'll be a happy rng enjoyer.
    As long as you have "scripted movements" but with a few different patterns (like p8s patterns, p9s lc1, p12s p1 add phase, party synergy top) I consider it as a "scripted randomness" but yeah still feel like a scripted dance, just with a few movements to learn instead of 1

    Quote Originally Posted by Jojoya View Post
    One of the things that YoshiP told those who attended the media tour is that the developers were encouraged to try out new things this expansion and not worry about playing it safe with design. Instead of giving up on things that get a bad initial response, they hope to reiterate on them until they find a version that remains "something different" and gets overall positive reaction from the player base.

    Considering the player base is not a hive mind and there are some very firm opinions on content style, it will be interesting to see how this experiment turns out.
    A very good news, cant wait to discover the new savage tier/next ultimate

    Quote Originally Posted by Galvuu View Post
    The closest this game has been to something like this was in old ARR and HW fights were some mechanics were triggered by time (as they are now) and some were triggered by HP %. Meaning that the natural fluctuation of your damage (due to crit and whatnot) would sometimes change at what time the next mechanic would begin, and sometimes even what mechanic would be triggered (if you did enough damage during a mechanic, you could skip the next one). This is technically still the case in some content, like Deluburm Reginae (Savage).
    The most free-form fight I can think of from top of my hand is the Avatar Savage in the old Coils of Bahamut, but even that one wasn't "true random".
    So, this mechanic, in particular, doesn't evoke the reactive style of WoW very much, since it still happens according to a deterministic script.
    Now, if the flower+tornado aoe were to come at a completely random time (or not at all) and the tell was a certain boss animation 5s before it spawned, then it would be more in line with a "reactive" mechanic.
    Yeah I agree, I also think that back in HW, due to the jobs complexity and "less readable" mechanics/phasing it felt a bit more "adjust to what happens" than in current raids
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    Last edited by CaedemSanguis; 06-09-2024 at 10:00 AM.

  3. #13
    Player CaedemSanguis's Avatar
    Join Date
    Dec 2015
    Posts
    1,106
    Character
    Arome Framboise
    World
    Moogle
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Striker44 View Post
    I'm genuinely asking if you can give some specific examples of this, because I can't think of any. What I do remember from my years of playing WoW and doing Regular and Heroic-level raiding was having to use DBM...which specifically tracked the cooldowns of when bosses would be using their moves. The entire system worked because it was predictable.
    Imagine that in p12s p1, there is an add that pops every 10s to 30s, and it can either rapidly cast "spreads" or "group" share at any given moment and even a few times in a row

    So on top of mechanics like trinity of souls, engravement of souls, superchain theory, you need to constantly pay attention to what the add casts and deal with both (spread or share timings + others mechs) and you need to choose between "kill the add asap" or "leav it for the moment as you can deal with either spread or share", some times the complete randomness will give you a very hard time (like for example triple spread while doing superchain theroy 1)

    So you cant say "If you got X debuff, you do Y", you need to pull and "train" so the group will know how to adjust on each patterns, but you will still need to pay attention to what's happening and you will not know which iteration you will get, you may even have a complete new iteration that you never saw before after 50 pulls
    (1)
    Last edited by CaedemSanguis; 06-09-2024 at 10:13 AM.

  4. #14
    Player
    Sensui's Avatar
    Join Date
    Oct 2013
    Posts
    230
    Character
    Angra Mainyu
    World
    Midgardsormr
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by CaedemSanguis View Post
    Imagine that in p12s p1, there is an add that pops every 10s to 30s, and it can either rapidly cast "spreads" or "group" share at any given moment and even a few times in a row

    So on top of mechanics like trinity of souls, engravement of souls, superchain theory, you need to constantly pay attention to what the add casts and deal with both (spread or share timings + others mechs) and you need to choose between "kill the add asap" or "leav it for the moment as you can deal with either spread or share", some times the complete randomness will give you a very hard time (like for example triple spread while doing superchain theroy 1)

    So you cant say "If you got X debuff, you do Y", you need to pull and "train" so the group will know how to adjust on each patterns, but you will still need to pay attention to what's happening and you will not know which iteration you will get, you may even have a complete new iteration that you never saw before after 50 pulls
    What does any of that matter? Doesn't even PC "good player" have a 3rd party app that tells them what's happening and what to do anyway? Wouldn't that work the same in this example? How about everyone just turn off their cheat bots and play the game as intended and maybe you all wouldn't think it's too easy all the time.

    But yes. I'm a fan of random, unpredictable gameplay. Also remove telegraphs.
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