Nobody said you can't or care. Just informing you how unreasonable your request is. And if you don't care about that ... well, sometime shouting pointlessly into the void does make people feel better. So have fun.
So, if that's what you believe, can you then recommend me some MMO that will offer such "Variety" within itself? I had played literally every single one out there, and I can't say I remember any MMO that can offer much difference what beyond its core.
I think people don't really understand how insanely complex the design of a battle system in any game is. The dev have a vision of the kind of games they want, and conceive a system tailor specifically for it. So unless they wanted to create a system that can do more than one style of battle and invest twice or thrice the resource to develop it from the beginning, that won't be a change you see 10 years into development.
That's why every time some one make this kind of demand, they always bring in example from other games with a different style. You basically ask one game (FF14) to imitate and provide you with not just what it has, but also what other games also offer at the same time. Just ... stop and think for a minute and I hope you realize how ... kinda insane the request is. 'cause like I said, if anyone have an example of one games that can provide multiple combat style in one package, I'm all ears.
That's why if you want a variety of style, you play a variety of games.
Remember dealing with Titan Ex back in ARR. Due to the server placement, if the aoe appeared under you, you were dead.
That wasn't exactly true. If you were playing with terrible latency, sure. I don't think I ever got hit by landslides, but then, I also wasn't playing from across the ocean.
Boss fights in just about every mmo is scripted. Its more noticable in FF14 cause of telegraphs, bosses taking a stationary position and obivous animations.
I find that people that people that ask for "less scripted fights" don't understand what it means. Everything is scripted, even RNG follows a script as it's just a branching path. A difficult Elden Ring boss is entirely scripted. A Goomba walking in one direction until it falls off the edge or hits a wall is following a script. What it really comes down to is how well that script designed. Some bosses in FF14 can be a little too predictable due to their script, I'll give you that.
Now do you want things to be more random? How random is enough and how much is too much? It's nice having things being not too predictable as that makes the fight kind of boring once you solved it, but too random can sometimes give you situations that are either extremely easy to deal with or nearly impossible.
I feel like this was something they were experimenting a little with variants. I would love to see fights with more mechanics that were randomized a bit.
Instead of fights that were just:
A -> B -> C -> D -> E -> F -> G (repeat)
I'd love it if the mechs swapped places a bit or branched off into other mechs. So A could move onto B, but maybe could also move onto F. When F fires, it could be D or G. This allows for fights to be mostly scripted in regards to the mechanics themselves, but when they pop up changes the fight almost entirely.
Don't look at MMO's for variety, because every time a MMO tries to come out as an action game, it eventually has to be watered back down into an ATB (active turn based) game due to North America's rubbish internet.
I've seen this plenty with Japanese and Korean games where the game seems to run smooth as butter in Korea, due to players being like like less than 20ms of latency from each other, but then you get to north America and it's not unusual to have 150ms, and then Australians and players in EU playing on North American servers with their friends have to deal with 300ms latency.
The reason a lot of MMORPG's use "attack patterns" comes back to allowing players to play together. I'm sure you've encountered players in the game who seem to get clipped by AOE's all the time, because their client is likely behind by several frames. That's why the current DT content with the rapid AOE's is kind of pushing it. It's likely much more doable in Japan on Japanese connections, but in North America, those AOE's appear for a split second and give the impression you're not supposed to avoid them, but instead already be standing where you'll avoid it. Even when you play with the trusts, you have to second-guess where the trusts are going to stand, but they ALWAYS stand in the same place for that phase.
If the game was always random, the trusts wouldn't work at all.
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