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  1. #11
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Thorauku View Post
    So what exactly happen in v1.0?
    Basically like a lot of FFXI encounters (since it is the same team after all) a lot of XIV 1.x encounters wasn't always predictable, some had time/hp etc based triggers but before then they never did the same thing every single time - For example, Garuda ARR you know her teleport pattern like second nature, she'll always go to the same spot each time, in 1.x, it was always different and you had to be on your toes in order to dodge it (which is why you may see old time players mention looking at the minimap), which is why "skipping phases" wasn't just for speed purposes..it was for survival. 1.x you can get the patterns down, but the way they did their attacks weren't always the same.

    Another example is Darnus's fights - He can either be cheap and try to destroy you with his AoE back to back along with lasers back to back, or he can be easy. Kind of like how every FF RPG has been before it. ARR is definitely more like generic MMOs now rather than FF style encounters which some may or may not like.

    In ARR you can almost guarantee when they add in Moggle Mog you won't get the random hate rest and random people getting targeted for fluffy rape, it'll be more like it'll always target the tank. There's nothing inherently wrong with scripted encounters, but in comparison to the "horrible 1.2x" ARR seems like a downgrade rather than an upgrade in this regard.
    (4)
    Last edited by Tupsi; 11-06-2013 at 11:30 PM.

  2. #12
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    As long as they make fights rely so much on heavy damage aoe markers and not fix the server polling, I dont support this.
    (0)

  3. #13
    Player
    Asiaine's Avatar
    Join Date
    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    I think the leveling of scripted is more than just triggered.
    In some games, including V1.0, when the big bad boss reaches certain % of HP, they move onto a different set of attack patterns.

    Here, what we are saying is, in addition to this, every move they will do next can be anticipated. She will jump there, she will jump there, she will do this attack next, she will call those people, she will move back 10 feet, she will move right 10 feet, an eye in the storm will appear 10 feet to the right in 5 seconds. 10 seconds later two sisters will appear.

    It is extremely scripted, and Garuda is a good example. After having done it so often I am sure 8 people could write a tool and just auto-run Garuda all the time with a pre-programmed set of actions without even having to see what Garuda does.
    (3)

  4. #14
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Wolfes' Den, a 2.1 content with 100% unscripted fights
    (3)

  5. #15
    Player
    Ri_ri's Avatar
    Join Date
    Sep 2013
    Posts
    959
    Character
    Kaguya Houraisan
    World
    Behemoth
    Main Class
    Thaumaturge Lv 61
    For something that's meant to be done a lot of times (because, MMORPG), I ask... why?

    Seems counter intuitive to me, unless the plan is having players not enjoying the fight itself (because it's always the same), only looking forward to their phat lewts and hating whoever gets in their way, because silly, Weight of the Land always comes after the Tumult and then after the tableflip, l2p and get out of my group.
    (1)

  6. #16
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    While I don't really want to speak for or against scripting versus randomly generated patterns, this whole debate is predicated on a rather interesting aspect of MMO PvE design. That is, enemies in MMOs aren't trying to win. There is an extremely basic AI algorithm and data structure called a min/max tree that could be modified to make a dynamic two agent system (enemy vs. party) that would constantly adapt to the current flow of battle and be extremely unpredictable. It's not even difficult, anyone who has taken a single class in basic artificial intelligence would be familiar with the idea. It's how your computer Chess game works.

    The reason why no one ever does it is simple. Classic MMO PvE isn't about the struggle between you and the enemy. The enemy isn't trying to win. The encounter presents you with a series of challenges, and tests your ability to overcome them.

    I'm genuinly curious, so I will pose an open question - and please give this a few moments thought about what it would actually entail: Would you actually like an enemy (in PvE) that predicted your future moves; calculated the optimal response and executed the most efficient way to defeat the party? An enemy that given equal level with the party, would likely win more than half the time?
    (1)

  7. #17
    Player
    xRitzx's Avatar
    Join Date
    Aug 2013
    Posts
    231
    Character
    Ritz Blitz
    World
    Malboro
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Hulan View Post
    I'm genuinly curious, so I will pose an open question - and please give this a few moments thought about what it would actually entail: Would you actually like an enemy (in PvE) that predicted your future moves; calculated the optimal response and executed the most efficient way to defeat the party? An enemy that given equal level with the party, would likely win more than half the time?
    There has never been anything in any game that I couldn't beat with enough time and effort. The only way you wouldn't win more than half the time if you know what you are doing is if the enemy is over powered. In ARR, over powered would be equivalent to something like tanks taking 5k damage every 2.5 seconds repeatedly.

    I would like them to fix the lag problems (which I rarely have) first. Then yes, randomized battles would be welcomed to me. Given today's games, Demon's Souls and Dark Souls probably fit your description the best and I am awesome at those now even though I died several times when I learned the fight (hence why they have "Prepare to Die" edition Souls games).
    (2)

  8. #18
    Player
    Bladenite81's Avatar
    Join Date
    Oct 2013
    Posts
    10
    Character
    Dr Strange
    World
    Brynhildr
    Main Class
    Botanist Lv 50
    Quote Originally Posted by xRitzx View Post
    snip

    .
    Demon Souls line of gaming is not difficult, nor is it brutal, its indifferent and repetitive. Every creature has a routine and tells, you just have more fluid movement and options in those games. The NPCs are not trying to win, they are performing the same scripts, just the scripts for them are more intricate. I doubt people as a general rule would like enemies to have AI.
    (1)

  9. #19
    Player
    Kantide's Avatar
    Join Date
    Mar 2011
    Posts
    515
    Character
    Momo Snugglebites
    World
    Goblin
    Main Class
    Arcanist Lv 81
    Quote Originally Posted by Firon View Post
    Snip.
    Random is good. To an extent.

    Also, just to add in here, for those of you who want true random... What happens when Titan repeatedly casts Mountain Buster reaming through your tank in 2 hits and then 1 shotting the rest of the group?

    Also, I am going to have to sue you for having my namesake in your sig. kthxbai.
    (0)
    Last edited by Kantide; 11-07-2013 at 01:32 AM.
    http://poeticjustice.guildwork.com

  10. #20
    Player
    Siegtaru's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    199
    Character
    Sieg Hack
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    I pretty much agree on all parts, not saying the current content needs to change, but I'd really like to see some upcoming content (or extreme modes) that give you something to "stay on your toes" about. As it is now, the second addon support comes out, we won't need the "videos" of other people doing it, you'll just need Deadly Boss Mods showing you the script as the battle happens, so you don't have to memorize anything.

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