Some bosses do seem to use abilities randomly (dhorme chimera and hydra come to mind), but I don't think all bosses should - particular ones with one-shot moves.
Some bosses do seem to use abilities randomly (dhorme chimera and hydra come to mind), but I don't think all bosses should - particular ones with one-shot moves.
You could limit the amount of abilities the "AI" has access to based on HP percentage and mark certain abilities which have devastating effects as not being able to repeated until X time has passed.But how would you give the algorithm the freedom to pick an initial skill and it not pick an highly effective, late fight skill. I mean if Titan could mountain buster right after the tank runs in that conal aoe could wipe the party. Funny sure, but kinda frustrating if you only have RL time for 2 runs.
I mean for extrapolation lets list the skills and figure out how much randomness we, the devs, will allow for fairness. Bombs circle, Bombs line, Bombs cross, Weight 3, Weight 5, Landslide, Gaol, Mountain Buster, Tumult 2, Tumult 3, Tumult 4, Tumult 5, (the jump move that changes phases; dont remember the name). Im not being sarcastic, I think this could be interesting to see what posters come up with.
Isnt that sorta what we have now? I am thinking of the titan fight in particular. I mean plumes come after so much HP is taken off. The latter part would feel more randomized, true.
We got lucky and won the boss didn't do X move at all. Don't want to see that happen.
Impossible with the poor server quality/netcode, why do you think they are so predictable?
Skills could be given weights or categories that determine what can and can't be used after one another. I'm just spitballing here but if they want to they could account for any situation. Its purely a design decision not to do it, not how well it could be done. Having a fight use random mechanics that becomes increasingly harder just requires the programmer be told what can and can't happen.
Last edited by BoomerOU; 01-11-2014 at 07:06 AM.
Interesting thought.
This.
IMO, the best way to do this is a combination of pattern with abilities that have "recasts". I'll admit it's hard to discern without an addon, but from a design perspective the fights would be more interesting if they were to do this. For example, take Siren from Pharos Sirius.
If I were to design her as a raid boss, I could give her a rotation of 4 different attacks that she does in a pattern. I'd give her an ability called Siren's Song that instantly charms two players in the raid (8-man) or 6 players in the raid (24-man) for 15 seconds, with a 45 second cooldown. What this would mean is that she may use Siren's Song on cooldown during the fight, or decide to continue her pattern and use Siren's Song later. This gives your group a pattern they have to keep an eye on as well as an attack they have to anticipate, prepare for and react to when it does come up.
Going full random, especially with how the game is currently designed wouldn't do much.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Why do you want to leave winning and losing up to luck? f that, no ty.
Oh god please no. Twintania combos as it is. DS+plummet+autoattack, unblocked, unparried, down you go!
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