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  1. #1
    Player
    BoomerOU's Avatar
    Join Date
    Aug 2013
    Posts
    239
    Character
    Vaera Ty'rin
    World
    Mateus
    Main Class
    Lancer Lv 62
    I don't really memorize the patterns, I just memorize my response to situations. Works well for me so far, and yea I find most non-light party bosses fun, with a few 4man exceptions like siren, final stone vigil boss, DD bosses, and final brayflox boss which I also find fun. The only boss I really dislike is ADS, for both mechanics and visuals.
    (0)

  2. #2
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Victory through rote memorization?

    Battletoads: The MMO!
    (1)

  3. #3
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Umm, I don't memorize the fights. I can't really tell you what order Titan HM or EX does things in, except that Titan HM landslides before he mountain busters.

    Well, on EX he summons the adds after transitions.
    (1)

  4. #4
    Player
    KogaDrake's Avatar
    Join Date
    Aug 2013
    Posts
    361
    Character
    Koga Dragontaker
    World
    Behemoth
    Main Class
    Marauder Lv 60
    Just because things are scripted does not mean you have to memorize the order to kill them. You can do every fight in this game reactive (assuming a reasonable connection where you don't need to premove to avoid).

    I have been playing MMO for years and my brain does not memorize well, but I have good reactions and and refuse to memorize the order since it isn't required. now since it is scripted and you do it so many times in time you can have a good idea when things are coming even without memorizing, but that is true with any fight

    Lets stop the is it fun to need to memorize since you doing need to do it anyways.

    I'm all for random fights in 2.2 since it does not change anything in my play style, but i can only imagine the forums QQ if things go random and you now may die to RNG.
    (0)

  5. #5
    Player
    CrystalRainbow's Avatar
    Join Date
    Sep 2013
    Posts
    807
    Character
    Crystal Rainbow
    World
    Balmung
    Main Class
    Archer Lv 80
    NO, I do not. I would sooner have it random, but have enough reaction time to move.
    (1)

  6. #6
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Thornmarch and Siren both have a degree of randomness/chaos to them, and they're both enjoyable fights for those who can think on their feet.

    Also, nobody is arguing for full randomness for Primals (eg - Ifrit spamming hellfire), but it would be nice to have them mix up all their standard moves (on cooldowns of course). Even now, their moves are all telegraphed, so if you're used to the tells, you shouldn't worry much.

    The fact is, memorization puts the weight of success entirely on the party. When a party fails, the fingers of blame come out (and God help you if you're a newbie at the fight) This is yet another catalyst for elitism and of the toxic culture in the game. RNG difficulty helps to distribute that frustration of loss to the 'system'. Players can point to 'bad luck' in a fight, which means that the party might be more likely to try again to see if they get a better rotation.
    (1)
    Last edited by Zantetsuken; 01-30-2014 at 01:49 AM.

  7. #7
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Any well designed boss fight worth its salt is going to have patterns for players to recognize and exploit because that is the basis of good encounter design. A boss that switches tactics is merely changing his attack pattern, which in turn is a pattern that players can recognize. If I do action x, he will start doing x, y, z, but he will do a, b, c if I do something else.

    The problem with the encounter design here is not the lack of dynamically changing boss tactics, but rather that many of the attacks that end game bosses have come without any warning or cues. For instance, Twintania puts a big glowing symbol above someone's head. How is that supposed to indicate he is going to lob a fireball that spreads its damage out among players? All I know is he is targeting me with something fire related, so I really have no idea how to react to it as a new player. Furthermore, what indication does it give that it has a relationship with the fiery whirlwind he uses on other players? What are those strange platforms he puts on the ground? Do they give any indication of how they are supposed to be used?

    The problem is not patterns, but the lack of sufficient cues for pattern recognition. In addition, no pattern should come so suddenly that a new player cannot in some hypothetical situation compensate for it. Ifrit EX's room wide plumes after each leap comes entirely without any warning and is instant death if the players don't know they need to stand in certain spots.
    (0)
    Last edited by Fendred; 01-30-2014 at 02:02 AM.

  8. #8
    Player
    MasamuneBranford's Avatar
    Join Date
    Oct 2012
    Posts
    347
    Character
    Masamune Branford
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 70
    Bottom Line - If memory is not a gaming skill then why is only 5% of server populations beating Titan Extreme?
    (1)

  9. #9
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by MasamuneBranford View Post
    Bottom Line - If memory is not a gaming skill then why is only 5% of server populations beating Titan Extreme?
    because no one has the patience to go more than two wipes before a rage quit.
    (4)

  10. #10
    Player
    Susanoh's Avatar
    Join Date
    Oct 2013
    Posts
    142
    Character
    Cain Villiers
    World
    Hyperion
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Fendred View Post
    Any well designed boss fight worth its salt is going to have patterns for players to recognize and exploit because that is the basis of good encounter design. A boss that switches tactics is merely changing his attack pattern, which in turn is a pattern that players can recognize. If I do action x, he will start doing x, y, z, but he will do a, b, c if I do something else.
    Disagree. Knowing exactly what each boss is going to do in what order and how to combat it makes for a simplistic and not overly exciting fight. My definition of "good encounter design" would vary greatly from yours.
    (1)

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