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  1. #11
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,546
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Rainfallen View Post
    I had some knucklehead say that "visual clutter is what makes these fights hard, lol, removing that would make these fights too easy" and while I agree SOME clutter should be there for difficulties, being there in excess like it has been recently isn't how it should be. M3S towed the line of almost too much given that it was almost as problematic for me as P3 back in Pandae, but M3S had a decent enough balance with the fuses and the like. I loved M3S (looking forward to M7S too), but that orange on orange was a nightmare. Visual clutter with layering the same colours on each other, especially when you have disabled players like me and others here in these replies who love this game and hard content; really isn't how fights should be designed.

    It very much feels like alienation to a disabled player base that adores this kind of content, and it hurts me to point that finger toward a game I adore so much. They either need to add a filter that dulls some VFX or improve their accessibility settings across the board to give a better experience for those of us who need that extra hand for playability.
    Calling the person is a knucklehead is absolutely generous, at this point I wonder if there's anything upstairs except compressed air. Visual Clutter adding to difficulty is an innate design flaw, and you don't need to have raided to understand this fact, honestly... Just a shred of common sense, and at least some rudimentary understanding of design practices in any capacity.

    Praising visual clutter for making these fights hard is like me saying, "Let's add an innate 600ms packet delay to processing and then design fights that require low latency and/or high reaction times.", it's utterly ridiculous that people out there are adhering to this level of logic. Like for both of these points, neither of them are innate difficulties, but are extrinsic difficulty factors that in a significant amount of cases will just serve to hamper or annoy the player rather than actually present a skill-oriented challenge. They have managed perfectly reasonably difficult fights in the past without completely doing a massacre on accessibility.

    There is no circumstance where it is appropriate, frankly... If you want to add reasonable visual cues which conform to even the most rudimentary accessibility practice then go ahead. If you want to add some flare then go ahead, but keep it at a reasonable level. No need to try and flashbang the screen with unnecessary information... It's so bizarre that they managed to do memorable moments and challenging moments in the past without needing to do half the nonsense they do now.

    Honestly... This situation has made me not even bother or have faith in the design processes, really.. I haven't raided since Eden's Verse, due to some of these abysmal design decisions, so it's utterly disappointing to see they are trying to double down on this design aspect after 4 years.
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    Last edited by Kaurhz; 04-02-2025 at 04:37 AM.