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  1. #11
    Player
    Evergrey's Avatar
    Join Date
    Dec 2014
    Location
    Limsa Lominsa
    Posts
    2,021
    Character
    Rexipher Evergrey
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Connor View Post
    What is an ‘online’ moment / engagement? I don’t understand what the request is
    Idunno honestly.
    But seeing how it's in the same sentence as "Less scripted fights" I assume it just means more randomness that people can't really plan ahead what might exactly happen.
    So that players have to pay more attention and react accordingly what happens on the spot instead of simply following set patterns.
    (1)

  2. #12
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Jeeqbit View Post
    The benefit of scripted dances is feeling like you've "mastered" them and become good at them. At first you struggle with it but then you learn the script and can optimize it and say you "know the fight" and "have it on farm" etc. In contrast, if it's all random, can you be quite so sure that you have it "on farm" when an unfortunate combination could lead to a wipe?

    That said, there is still RNG within specific phases in the script. And occasionally that happens where, despite everyone mostly having it on farm, there is a "cursed pattern" that just gets a lot of people regardless.

    Tbh, I just don't mind it being scripted. I think RNG within specific phases is a fine compromise. But more than that, I prefer them to be actually punishing ie. wipe if you aren't using Reprisal and tank mit. Just actually force me to use my kit or wipe in normal content is all I want. This has felt better in the Dawntrail content so far but it's still early and I don't expect it'll stand up to item level increases over time.
    RNG is almost none existing it is like 5 to 10 % at max

    I enjoy dancing but when it become 100% scripted it is just become boring

    There is should some scripted phases and some have randomeness
    (6)

  3. #13
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    734
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Jeeqbit View Post
    In contrast, if it's all random, can you be quite so sure that you have it "on farm" when an unfortunate combination could lead to a wipe?
    That wouldn't be hard to design out, unless random is pulling any mechanic out of nowhere. The same limitations that players have like cooldowns, charges, MP, etc, can be applied to AI enemies to prevent them from doing anything overly crazy.

    On the subject of scripted fights themselves, I think it's a weakpoint of the game. It contributes to balancing, homogenization, and replayability issues. All that matters is DPS and it becomes easy to solve a given fight. While I doubt scripted content will ever be completely removed I'd love to at least see some part of the game that approaches combat differently.
    (3)

  4. #14
    Player
    Syln's Avatar
    Join Date
    Aug 2015
    Posts
    654
    Character
    Saya Finwel
    World
    Omega
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Tunda View Post
    Less scripted fights more online engagement

    Playing through trails and fights more than once is a wasted time and boring

    What about stopping scripted fights at least 50% just let us have online moments that can be unique each fight
    Agree with you, it would make doing the same fight over and over a little less boring, that being said the mechanic would have to be a little more forgiving because there is a major difference between reacting to an attack and following a set of patterns.
    (3)

  5. #15
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Daralii View Post
    It's hard to design fights around quick reactions when the game has a 100ms delay built in as a feature, not including how much ping people might have. It's likely part of why they decided to make fights so tightly scripted.
    Yes, but that's not the only way to do it.
    I'm going to stick to T8S because that's what I was thinking about. The Avatar basically has a bunch of towers with different effects that you need to soak- which gives you a vuln- and mines/adds spawning at timed intervals. The adds can crit with their autos (it becomes a tankbuster, basically). There's also some allagan fields and aoes/enumerations (the missiles), but those only compound on the previous mechanics, so they're not too relevant. Some mechanics are HP % skips, some are timed. So a healer knows an add will spawn, and knows it might do two tbs in a row. Exactly when, if it's one, two or none, however, aren't known beforehand. Because the order in which you resolve the towers (some are aoe, some are healing down, some spawn the add) is up to the group, and because the boss has timed tbs/aoes, you need to work around that uncertainty. You need to either keep a resource for a tb that will never happen, or use them and then reactively deal with it if it does happen. The timing of actually taking the towers, who gets the vulns and how many are also entirely up to the group. Even the same group/strat will see some variation between pulls, and you have a lot of liberty in how you resolve the encounter, being able to tune it to your comp and strat.
    So, not only is the way to resolve the mechanics not fully scripted- you can vary how you resolve it- the actual incoming damage has a lot of variability due to crit autos and desync between timed mechanics and HP % mechanics.
    The feel of this fight in particular is very different from most modern encounters, and I think XIV would benefit from leaning more into this type of design. It's definitely possible with their current engine because this is an ARR fight.
    (2)

  6. #16
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Tunda View Post
    RNG is almost none existing it is like 5 to 10 % at max

    I enjoy dancing but when it become 100% scripted it is just become boring

    There is should some scripted phases and some have randomeness
    Nah. You only want "random" dice rolls when it means the difference between doing 10000pts of damage and 10200pts of damage. That still can't be a huge window either otherwise you may as well throw away crit entirely. (Which is traditionally a "luck" stat)

    When you start making monsters and bosses just choose attacks at random, what you get are people complaining that the content is too hard because it can't be learned.

    https://www.youtube.com/watch?v=R87x98Q_LHg&t=18650s
    Former Bizzard-WoW employee basically spells out this choreography fights is the games best feature.
    (1)
    Last edited by KisaiTenshi; 07-21-2024 at 11:47 PM.

  7. #17
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Tunda View Post
    Less scripted fights more online engagement

    Playing through trails and fights more than once is a wasted time and boring

    What about stopping scripted fights at least 50% just let us have online moments that can be unique each fight
    Just play a different game that you like more.
    (1)

  8. #18
    Player
    Phaty's Avatar
    Join Date
    Sep 2021
    Posts
    112
    Character
    Jojo Bizzare
    World
    Cactuar
    Main Class
    Black Mage Lv 100
    Funny thing is, if you try to play reactively, the server tick infrastructure kicks your ass lol. It always gets me when I come back after a long break
    (0)

  9. #19
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Phaty View Post
    Funny thing is, if you try to play reactively, the server tick infrastructure kicks your ass lol. It always gets me when I come back after a long break
    I see this as a game issue not mine

    Fix server tick
    (3)

  10. #20
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by KisaiTenshi View Post
    Nah. You only want "random" dice rolls when it means the difference between doing 10000pts of damage and 10200pts of damage. That still can't be a huge window either otherwise you may as well throw away crit entirely. (Which is traditionally a "luck" stat)

    When you start making monsters and bosses just choose attacks at random, what you get are people complaining that the content is too hard because it can't be learned.

    https://www.youtube.com/watch?v=R87x98Q_LHg&t=18650s
    Former Bizzard-WoW employee basically spells out this choreography fights is the games best feature.
    designing games to be fun and replayable is more important than taking feedback from people who play sims games
    (1)

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