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
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
but really, that's just so awfully gimmickyI 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..
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
I guess so..
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.
Very funny. Did you?
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
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.
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!
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...
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
Last edited by Remilia_Nightfall; 10-29-2013 at 01:02 AM.
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