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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Valence View Post
    How complex are classes in those other MMOs you're quoting out of curiosity? I'm not making any judgement here, it just made me curious.
    Depends on how you look at them. Are you following an oversimplified APL, or actually trying to min-max -- including via RNG mitigation / appropriate gambles for variable windows of opportunity? If the prior, many will appear simpler. If the latter, very few.

    Quote Originally Posted by Claire_Pendragon View Post
    WoW requires more reaction time, and less multitasking. They are both a different kind of challenge, and yes, some ppl will be better at one over the other. (In turn, that leads them to argue one is easier or harder) (One woman I know did raids in wow, and pvp, and was far better than myself. But she cant even play something as simple as RDM in EX/Savage. Shes better at reaction time, and not so much multitasking)
    'More' reaction time would be 'slower' reaction speeds, no? Whatever the intent, you generally need to react far more quickly there, and the decisions often have a higher ceiling of nuance for min-maxing, since rotations there are not rigid and windows of opportunity are both more stark and more varied, so it's not as if that comes at cost to thoughtfulness (only to some player's likelihood of hitting a point of diminished returns on that thought spent).
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    Last edited by Shurrikhan; 09-10-2024 at 05:12 PM.

  2. #2
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    'More' reaction time would be 'slower' reaction speeds, no?
    sorry, to clarify why i said "more" rather than "less", I meant in terms of mechanics. "More mechanics based on reaction time." would be more accurate to what I was trying to say, but how you corrected it would still be pretty much just as accurate.
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    CLAIRE PENDRAGON

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,530
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Depends on how you look at them. Are you following an oversimplified APL, or actually trying to min-max -- including via RNG mitigation / appropriate gambles for variable windows of opportunity? If the prior, many will appear simpler. If the latter, very few.


    'More' reaction time would be 'slower' reaction speeds, no? Whatever the intent, you generally need to react far more quickly there, and the decisions often have a higher ceiling of nuance for min-maxing, since rotations there are not rigid and windows of opportunity are both more stark and more varied, so it's not as if that comes at cost to thoughtfulness (only to some player's likelihood of hitting a point of diminished returns on that thought spent).
    Besides the carpal tunnel APM, that kind of battle design looks so much more interesting at a glance to me now. Not gonna lie, I kinda want to react and think more, and memorize fight specific excel spreadsheets less..
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  4. #4
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,345
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valence View Post
    Besides the carpal tunnel APM, that kind of battle design looks so much more interesting at a glance to me now. Not gonna lie, I kinda want to react and think more, and memorize fight specific excel spreadsheets less..
    Yeah it's really weird that SQEX only uses two types of combat gameplay for all jobs, and frankly only one (because Dancer is the only one with the other one). We got 1 job with semi-random and semi-proc-based gameplay, and all other ones use rigid pre-determined rotations. You would at least assume 1 job in each role is based on procs, and then probably also those based on a priority list (which isn't the same as a fixed rotation even if both can usually be written down in either way), on resource starvation, on fully random chance, on weaving and on alignment.

    There's so many options for setting up the underlying concept of a class, and yet they only use a single one (plus the one exception). It's so weird. And it's not like they couldn't trivially transplant all the other setups whole from other MMORPGs that readily show them how to do them!
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