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  1. #1
    Player
    Jaxtaro's Avatar
    Join Date
    Jul 2024
    Posts
    109
    Character
    Jaxtaro Scaramucci
    World
    Halicarnassus
    Main Class
    Machinist Lv 100
    Tailoring content to order in an MMO would exponentially multiple the necessary labor.
    Not sure how much programming you've done, but it's a lot easier than you would think. To begin with, no one is advocating customizing it at the individual level, but even that wouldn't be that difficult, since it is just a matter of adjusting variables. All mechanics, triggers, etc could be identical, with changes to timers, amount damage, etc. It would only require a 2 tier, maybe 3 varset to make distinct difficulty settings. This is already done with solo MSQ duties. Creating it initially and doing the coding would be easy. Getting the tuning able to be universally applied to any instance wouln't be too bad, the only labor intensive component would be manual QA testing of all instances.

    I would posit that the worst part would be creating the design documents.

    There's nothing "exponential" about it. To personalize it, creating a performance tracker, which serves as a variable multiplier is all it would take.

    None of these are technically challenging.
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  2. #2
    Player
    Banggugyangu's Avatar
    Join Date
    Jan 2019
    Posts
    200
    Character
    Amelia Aensland
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Jaxtaro View Post
    Not sure how much programming you've done, but it's a lot easier than you would think. To begin with, no one is advocating customizing it at the individual level, but even that wouldn't be that difficult, since it is just a matter of adjusting variables. All mechanics, triggers, etc could be identical, with changes to timers, amount damage, etc. It would only require a 2 tier, maybe 3 varset to make distinct difficulty settings. This is already done with solo MSQ duties. Creating it initially and doing the coding would be easy. Getting the tuning able to be universally applied to any instance wouln't be too bad, the only labor intensive component would be manual QA testing of all instances.

    I would posit that the worst part would be creating the design documents.

    There's nothing "exponential" about it. To personalize it, creating a performance tracker, which serves as a variable multiplier is all it would take.

    None of these are technically challenging.
    Being a mod dev for several games (obviously not for this one), I've done a pretty strong amount of coding. You missed my point where I was laying out how bad faith the comparison the other commenter was making actually is. Yes, you could have a system as you've mentioned that would be fairly easy to implement, but in reality, that would be detrimental to the health of the game in the long run if later content eligibility weren't contingent upon clearing without said system. It's very bad to dumb a game down. This always ultimately leads to less interest. You don't want the game to be too hard in general, but you do want your player base to feel challenged. By and large, the majority of gamers seek a challenge. They may not be seeking a savage level challenge, but they're not looking for a walk in the park. As I've mentioned multiple times in the multitude of threads already, the expectation of player skill, including Dawntrail, is miniscule. The only "difficulty" difference we see in Dawntrail equates to a paradigm shift of requiring the player pay attention to the boss and their surroundings instead of staring at the ground for the Toxic Tang. Making a mistake should be felt. Dawntrail's damage output makes mistakes felt, and that's ok. Because of the total absence of stakes in FFXIV for nearly everything, there's no lasting effect of failure. Get up and try again. Reflect on what happened so you can learn from it and you'll improve.
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