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  1. #161
    Player HiirNoivl's Avatar
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    Mar 2011
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    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    I saw it too. It's not even a complete circle (because you'd just run back into the twister!)

    It's more like a hook. Like a spiral. They always run clockwise. :3
    (0)

  2. #162
    Player
    Soukyuu's Avatar
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    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    I guess SE's idea behind it is to go against the rotation of the twister, thus slowing it rotation speed and not allow it to lift you up..
    but really, that's just so awfully gimmicky
    (0)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  3. #163
    Player
    NarwhalShadowsun's Avatar
    Join Date
    Sep 2013
    Posts
    40
    Character
    Narwhal Shadowsun
    World
    Ultros
    Main Class
    Gladiator Lv 68
    Quote Originally Posted by Soukyuu View Post
    I guess SE's idea behind it is to go against the rotation of the twister, thus slowing it rotation speed and not allow it to lift you up..
    but really, that's just so awfully gimmicky
    What's wrong with that?
    (0)

  4. #164
    Player
    Senzura's Avatar
    Join Date
    Aug 2013
    Posts
    69
    Character
    Misaka Kitsunagi
    World
    Ultros
    Main Class
    Lancer Lv 50
    Quote Originally Posted by NarwhalShadowsun View Post
    What's wrong with that?
    It's gimmicky because he didn't think of it
    (0)

  5. #165
    Player
    NarwhalShadowsun's Avatar
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    Sep 2013
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    40
    Character
    Narwhal Shadowsun
    World
    Ultros
    Main Class
    Gladiator Lv 68
    I guess so..
    (0)

  6. #166
    Player
    Soukyuu's Avatar
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    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by NarwhalShadowsun View Post
    What's wrong with that?
    Game mechanics are supposed to be... how do I phrase it.They are not supposed to be perfectly obvious, but they should also not go against mechanics you already learned before. There is a video that goes over the other extremes in gameplay design here, namely making things too obvious aka spoonfeeding. But it also mentions things like mechanics being inconsistent being a no-no.

    For example: If you always had to dodge out of AoE range, it does make no sense to suddenly having to perform anything special except for get out of it's range! Why do I have to suddenly have to... spin around the AoE or similar? They could just as well have suddenly required you to jump out of AoE. A similar mechanic wasn't introduced anywhere before, and by introduced, I mean a way to properly convey the player "you have to do this or you will die" without implicitly spelling that out.

    They did it quite nicely with the "don't let the tonberry stalker catch up with you" by first showing you how it kills the treasure hunters (and then repeating it for the dumb with the onscreen message). The also did the same with AoE, by displaying a red marker, the color red being a warning psychologically, telling you to GTFO out of it.

    With Twisters however, you don't have a mark targeting you or your teammates, no AoE marker, no damage display, you just... die. No hints on how to avoid it. This is gimmicky, bad design in my book.

    Quote Originally Posted by Senzura View Post
    It's gimmicky because he didn't think of it
    Very funny. Did you?
    (0)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  7. #167
    Player Raiz_Cineris's Avatar
    Join Date
    Aug 2013
    Posts
    193
    Character
    Raiz Cineris
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Soukyuu View Post
    snip
    But you illustrate the EXACT issue with game mechanics these days. The "heads up" display, i.e. "Don't let the stalker get you" and big red circles, you get these days is exactly why games and communities are being dumb down. We should NEVER be fed these mechanics unless it has something to do with story progression of some type.

    If people actually figured out how to avoid it then it means there was a subtle hint in game that provided them with an idea. Its just a matter of how obvious it was. Its more likely things hiding in plain sight that people decided to ignore.
    (1)

  8. #168
    Player
    Richard_BG's Avatar
    Join Date
    Oct 2011
    Location
    www.bluegarter.guildwork.com
    Posts
    523
    Character
    Tsubaki Nakatsu
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Soukyuu View Post
    snip
    There were actually very subtle notions that helped reinforce (and when I say reinforce I don't mean that these little "hints" formed our strategy. I just mean they bolstered our thought process behind how SE designed such a mechanic) our strategy behind how we do twisters. They are very subtle but when you think about them all together, we can see where SE was going with the design. Due to their nature, Twisters have very tight movement requirements and the 85-90% dodge rate we have is only because we are not meeting those requirements. We can play better to reach 100% dodge rate - hands down. The only RNG involved is what 4 players they will target each rotation.

    What you all "see" in the video will not make you accurately understand the methodology about why we are going in circles. We will be doing a framework write up of the fight in the next week or two that goes over in-depth specifics. Please look forward to it!
    (1)
    Last edited by Richard_BG; 10-29-2013 at 12:55 AM. Reason: typo/corrections
    www.bluegarter.guildwork.com
    Quote Originally Posted by Rydin View Post
    Look at you... Just when I thought I liked Carraway more (and Fusional A LOT LESS)... Richard... you're my new favorite

  9. #169
    Player
    Remilia_Nightfall's Avatar
    Join Date
    Aug 2013
    Posts
    830
    Character
    Reimu Hakurei
    World
    Phoenix
    Main Class
    Red Mage Lv 90
    As someone else mentioned, my guess is that the Twister spawns on a tangent of your current running direction - in the video I noticed that Twisters do now spawn on the position you are when Twintania starts castin them, but they do not spawn at the position you are when the cast is finished, either.

    So, I guess that they spawn shortly AFTER your last change of direction - meaning that running in circles is the best way to avoid getting hit...probably, missing the Twister's hitbox by just a few pixels.

    Concerning the hints....hmm.

    Well, Part 3 IS some kind of circular shaft, AND we have all those "Clockwork" enemies...
    (0)

  10. 10-29-2013 12:44 AM
    Reason
    double post :3

  11. #170
    Player
    Remilia_Nightfall's Avatar
    Join Date
    Aug 2013
    Posts
    830
    Character
    Reimu Hakurei
    World
    Phoenix
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Richard_BG View Post
    *CENSORED*
    Damn you guys, you're teasing my interest so much

    I love this "hints" thing - if indeed there are, I think it's a brilliant move and you were awesome to discover them.

    But at any rate, the "Clockwork" enemy type looks too peculiar to be unrelated, IMHO.

    EDIT: Other things that come to mind is the fact that you move clockwise to avoid the tornadoes in Garuda, as well.
    Seems to me that Twintania uses fireballs (Ifrit, you need to run to avoid them), twisters (Garuda, you move clockwise), and body slams of sorts (Titan).

    Meh..maybe I'm just thinking too much about it :P
    (0)
    Last edited by Remilia_Nightfall; 10-29-2013 at 01:02 AM.

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