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  1. #71
    Player
    Jeeqbit's Avatar
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    Mar 2016
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    7,525
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Mawlzy View Post
    The failure of 14 is partly that it expects players to get faster, despite the fact that APM and reaction time are not things that one can appreciably improve. In fact they tend to decline with age.
    It's worth pointing out that Yoshi-P playtests at least up through savage (and has streamed savage) and he is 50. The creator of the FF series is over 60 and cleared ultimates.

    They are aware of humans limits and have even discussed them. They know there is a certain limit on how many things humans can realistically remember, for example and they use that information when designing things.
    (2)

  2. #72
    Player
    Post's Avatar
    Join Date
    Oct 2015
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    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    XIV by and large does not expect players to get faster at all.

    In fact, the cast bar length of telegraphed actions has generally stayed the same over the years (about 3 seconds). The devs are quite aware that they can't appreciably make it too much faster given that they're designing a game that people very far away from servers have to play and precisely dodge and weave actions. There's a few enemy actions here and there that *are* fast, and you remember them because they *are* faster than the rest. Things like m4n's triple-quadruple-quintuple laser blasts fire in a sequence much, much quicker than the typical "this aoe will give you enough time to finish your 2.5 sec cast and slide out of the way(or 2.8 for BLM!), hence folks get hit so often even when they're dodging in the correct direction.

    On the job design half of the coin, a player's APM 'requirement' generally has decreased as they've shifted towards abilities with charges and away from actions that buff allies or adds in boss fights (requiring additional actions for swapping targets). The PERCEPTION requirements have also greatly lessened, with hidden boss tells always "flashing" on the targeted area at the last moment of a cast (rather than just casting "hidden"), fewer debuffs to esuna, fewer enemies to stun and interrupt, gaze eyeball icons and cast bars and giant spinny red death warning tape icons for tankbusters, enemies that join mid-fight, and needing to maintain aggro using an enemy list. The number of buttons you've had to assign to a hotbar and press has also decreased, but that's not technically speed.
    (0)

  3. #73
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jeeqbit View Post
    It's worth pointing out that Yoshi-P playtests at least up through savage (and has streamed savage) and he is 50. The creator of the FF series is over 60 and cleared ultimates.

    They are aware of humans limits and have even discussed them. They know there is a certain limit on how many things humans can realistically remember, for example and they use that information when designing things.
    I don't think either are representative of the bulk of players attracted to a story-driven MMO.

    I think it's a shame those players who are genuinely skilled at games seem to underappreciate that they have a somewhat unusual ability. Most people who are not gifted in that way literally struggle to maintain a 2-minute rotation on a striking dummy. Ask them to maintain that in battle, it's just not happening.

    And yet there is the widespread assumption that "if someone has made it to level 100, they should be able to do X, Y and Z by now," followed by the assertion that when they fail to do X, Y and Z it is because they are lazy. I guess there are some people who choose not to learn, but for most they have simply hit the cap of what they can process and button-press.

    MY FC is dominated by older players, all of whom agree DT battles are faster paced. I hope that trend doesn't continue.
    (1)

  4. #74
    Player
    Basteala's Avatar
    Join Date
    Apr 2022
    Posts
    429
    Character
    Basteala Thayne
    World
    Mateus
    Main Class
    Gladiator Lv 90
    Side effect of buffing everything to match picto when only a couple classes needed buffs.

    ...And picto is still on top. Oops.
    (0)

  5. #75
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,307
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Mawlzy View Post
    I don't think either are representative of the bulk of players attracted to a story-driven MMO.

    I think it's a shame those players who are genuinely skilled at games seem to underappreciate that they have a somewhat unusual ability. Most people who are not gifted in that way literally struggle to maintain a 2-minute rotation on a striking dummy. Ask them to maintain that in battle, it's just not happening.

    And yet there is the widespread assumption that "if someone has made it to level 100, they should be able to do X, Y and Z by now," followed by the assertion that when they fail to do X, Y and Z it is because they are lazy. I guess there are some people who choose not to learn, but for most they have simply hit the cap of what they can process and button-press.

    MY FC is dominated by older players, all of whom agree DT battles are faster paced. I hope that trend doesn't continue.
    It's not like the DT mechanics oneshot you, the healer can make up for mistakes.
    I hope the trend continues because endwalker mechanics were on like 30% speed it was boring as hell

    Also it's squares fault that there's even a difficulty spike like that in DT because they never challenged players in the leveling process
    (5)

  6. #76
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    732
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Reimmi View Post
    Also it's squares fault that there's even a difficulty spike like that in DT because they never challenged players in the leveling process
    This one here is a big one. Whenever Square introduced some sort of gate in the game, people complained about it (see - Steps of Faith). Relenting to that of course meant that any incentive to get better through the MSQ just poofed away.

    That being said, the discussion about difficulty of content kinda breaks apart from what OP initially brought to light - namely that with how ilevel scales, fights lose part of their appeal. No sense of danger, and bosses die before they can do the cool thing. (I recently skipped over the DPS race in M4N and that was... off putting to say the least.)
    Of course, becoming stronger is a core central theme of any MMORPG. However, the level sync system works against that notion (which is not a bad thing, mind you). Level synching could benefit from a rework at this point in time though.
    (1)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  7. #77
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Reimmi View Post
    It's not like the DT mechanics oneshot you, the healer can make up for mistakes.
    I hope the trend continues because endwalker mechanics were on like 30% speed it was boring as hell

    Also it's squares fault that there's even a difficulty spike like that in DT because they never challenged players in the leveling process
    I don't see how making things faster stops them being boring. It's simply unimaginative game design. And if you're not fast enough to deal with them, it's very boring indeed.

    Again we seem stuck on this idea that players struggle with content because the game hasn't challenged them. I don't think that's the issue. I appreciate that if you personally found EW fights were running in slow motion, it must be difficult to appreciate that most people don't experience the mechanics like that. As i mentioned before, be pleased you have an unusual skill. It is far from universal.
    (0)

  8. #78
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ovIm View Post
    This one here is a big one. Whenever Square introduced some sort of gate in the game, people complained about it (see - Steps of Faith). Relenting to that of course meant that any incentive to get better through the MSQ just poofed away.

    That being said, the discussion about difficulty of content kinda breaks apart from what OP initially brought to light - namely that with how ilevel scales, fights lose part of their appeal. No sense of danger, and bosses die before they can do the cool thing. (I recently skipped over the DPS race in M4N and that was... off putting to say the least.)
    Of course, becoming stronger is a core central theme of any MMORPG. However, the level sync system works against that notion (which is not a bad thing, mind you). Level synching could benefit from a rework at this point in time though.
    Is a solution to ensuring all mechanics are seen simply to increase the bosses total health?
    (0)

  9. #79
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    732
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Mawlzy View Post
    Is a solution to ensuring all mechanics are seen simply to increase the bosses total health?
    Its one solution, but necessarily, an easy one - considering the HP values of every encounter would need to be recalculated with every patch that changes skill potency (time to kill is usually part of the design) - and even then, with every time the game culls low level skills, the gameplay factor of these earlier instances diminishes. Speaking strictly of "seeing mechanics", and not factoring in kill time, a solution would be to shun away from the timeline based boss encounter approach FFXIV does, and instead have things happen at specific HP thresholds. That of course could lead to skipping mechanics too, if the damage is high enough to skip to the next threshold when one mechanic happens. And it would not necessarily help with the main problem, which is that some encounters end too fast.

    So really, that is a problem a game designer would have to mull over. Especially FFXIV has a lot of moving parts, where adjusting one thing can lead to undesired moments happening in another thing.
    (0)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  10. #80
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,525
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Mawlzy View Post
    I think it's a shame those players who are genuinely skilled at games seem to underappreciate that they have a somewhat unusual ability.
    For me, that's not the case. I struggled with just running out of red circles while attacking when I was new as well (but I blame SE setting Standard cam as default and a poor HUD layout). I struggled with numerous mechanics, but through practice and thinking of ways to handle it, I found a way to cope with it.

    I could give some other good examples from Savage.
    • Gavel is a lot of memorization for blue mages because it's pure RNG what they get, but through brute force I remembered it. Then I had to also remember to greed during it to skip the rest of the fight. It took time, but eventually, I remembered to do it.
    • Snakes in P8S stopped holding your hand with role mechanics (which after so many years of them are kinda braindead ie. healers get stacks, tanks/healers paired with a DPS they choose at the start, etc) and forced you to actually look at the party list and your environment to see what you will be doing and with who. That was a hard adjustment for me, but with practice, made me better.
    So it's not so much about being gifted as about practice and rising to the challenge to become "gifted".
    Most people who are not gifted in that way literally struggle to maintain a 2-minute rotation on a striking dummy.
    Again, I used to struggle with this as well because combos were a bit of unique concept compared to other games I'd played. Actually, there was a time I made macros for combos to help manage the sheer amount of buttons and bloat, but with time, I got used to just pressing the buttons and how the rotation worked, and didn't really need the macros anymore. Or I figured out a better hotbar layout that made it simpler to manage.
    MY FC is dominated by older players, all of whom agree DT battles are faster paced. I hope that trend doesn't continue.
    There are some fast fights in Endwalker and Shadowbringers as well. Keeper of the Lake used to have a fast fight as well. But in the worst case scenario, you just get a vuln or get rez'd.

    Regardless, this topic is about scaling ie. syncing old content to minimum item level. It has no actual relation to how fast mechanics occur. And the game has been designed such that, in Dawntrail and Endwalker, everyone can clear the dungeon without a healer.

    In fact, most of the Dawntrail bosses I've had the healer die and still beat the boss whether I've been playing a tank or a DPS, using abilities such as Bloodbath and Second Wind on DPS, or Shake and Nascent Flash on Warrior. So for as much as they may have made them faster-paced, they have made it easier than ever to carry eachother.
    (1)
    Last edited by Jeeqbit; 12-22-2024 at 06:54 PM.

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