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  1. #1
    Player Bizniztyme's Avatar
    Join Date
    Mar 2011
    Posts
    343
    Character
    Solo Playa
    World
    Hyperion
    Main Class
    Botanist Lv 50
    Quote Originally Posted by Roris View Post
    OP mentions how the fights before T5 are more balanced and the Second Coil is where mechanics start playing a mayor role, he also mentions this for EX Primals where I agree they are somewhat mechanics based but not as heavily based around them so personally it's not as much of an issue. So yes, while they might like the mechanics before T5 they really should experience the Second Coil before forming a solid opinion about what the OP is talking about on that subject, but also feel free to use this argument against myself since I haven't beaten T9 therefore I can't criticize it, which I haven't mind you.
    Mechanics are a major role of almost all encounters in this game, not just Coil. Coil is just alot harder as it should be.
    (0)

  2. #2
    Player
    Seoulstar's Avatar
    Join Date
    Apr 2014
    Posts
    1,177
    Character
    Suzuko Seki
    World
    Balmung
    Main Class
    Dancer Lv 90
    I wouldn't mind the non scripted fights. It can become quite boring when you know the fight like the back of your hand. (Even though times you accidentally mess up like I recently did in Titan). But to mix things up would be very nice in my opinion. I'm no hardcore player, will probably never be one. But something has to be done to add a challenge to these fights.
    (1)

  3. #3
    Player
    Kanti's Avatar
    Join Date
    Sep 2012
    Posts
    88
    Character
    Kanti Castagnier
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 90
    Flipped through the original while reading. Really nice job on the translation. Good work.
    (1)

  4. #4
    Player
    Sramdi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    74
    Character
    Sramdi Nitodus
    World
    Hyperion
    Main Class
    Thaumaturge Lv 60
    Amazing post, and definitely summarizes a lot of what I've been feeling lately and it explains some of the ambiguity/lack of motivation I've felt towards completing some of the end-game content. Thanks for sharing/translating it.
    (9)
    Lodestone: http://na.finalfantasyxiv.com/lodestone/character/736254/


  5. #5
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    I totally agree with the blog post, and thanks for the translation, OP...

    "Team Jump Rope" mechanics is one of the major design flaws in this game and it places all the pressure of winning on the weakest member(s) of the party. It creates an environment for hostile player relationships, and further erodes the relevance and usefulness of an already weak gear system.

    I've enjoyed reading some of the proposed fixes in this thread as well... The idea of a time consuming climb back up to Titan after being knocked off is fantastic. (it could incorporate the 'fall damage' to reduce HP to 1 and put pressure on healing before you reach the top.)


    Mechanic-based fights that require memorization are not remotely the same as those that require skill. Skill is gained via familiarity with the game's systems but ARR's boss fight systems are all islands unto themselves. Success in them is determined by their own specific mechanics that exist virtually nowhere else in the game.

    I'm not against boss fights with new mechanics, but they should make the fight more difficult rather than be the sole pivot point by which a fight is won or lost.

    In FFXI (pre-Abyssea), some of the most memorable fights were the ones that had unique mechanics which ramped the difficulty up, but still allowed for player mistakes and a bit of luck.
    • Divine Might (one of the best fights ever)
    • Proto-Ultima (Citadel Buster, on <t>, (Run away!) /cry /comfort <t>)
    • Kirin (mechanics based on what you learned by fighting the other gods)

    One of other neat things touched on in the blog was the fact that a FFXI player could be a 'hero' in a battle by carrying a bit of the weight for the newer players.

    Sadly, there is little opportunity in ARR to compensate for someone who isn't pulling their weight. The mechanic-driven battles of ARR put rigid ceiling on skillful play and punish the entire party for those who don't perform.
    (19)
    Last edited by Zantetsuken; 06-05-2014 at 04:26 AM.

  6. #6
    Player
    Elazu's Avatar
    Join Date
    Aug 2013
    Posts
    625
    Character
    Aveira Teleri
    World
    Odin
    Main Class
    Archer Lv 60
    Couldn't agree more with him.
    (5)

  7. #7
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    The writer is right about stats and echos.

    They're next to useless in the face of pattern memorization.

    In XI you could tell who is a great player in a group but in XIV there is no such thing. You either follow the pattern or you don't. In extremes the great players cannot compensate for the mis-steps of the less experienced. Skill in this game is binary. You either follow the steps or you fail.

    Now that I think about it; why am I working so hard for gear to begin with?
    The animus is not THAT much stronger than easier-to-get gear and in the end it's not going to matter that much especially for a warrior.
    (18)

  8. #8
    Player
    Iriadysa's Avatar
    Join Date
    May 2014
    Posts
    123
    Character
    Iriadysa Daenar
    World
    Malboro
    Main Class
    Marauder Lv 50
    Reading all the thread responses is just plain sad.

    I would never say the game is perfect, in fact I believe it has many flaws and certainly a lot of things that I don't like... but this apology of the skill-less is just horrible.

    I guess this is why we start seeing things like the white tanoki suit, the skip to next check point or all the clue systems.

    In my opinion, games should strive for high difficulty with low tedious factors. FFXIV does this well in many of the end game fights: you wipe in coil and everything instantly resets and you can try again. And again. And again. Until what makes you leave is not that that the time ran out and you wasted your weekly entry but the fact that you have to accept you aren't good enough to beat the encounter today and Perhaps tomorrow will be different. (Side note: ATMA quest is the exact opposite: high tediousness, low difficulty).

    Maybe I just miss the (not so long ago) times when games weren't afraid of not being politically correct and would tell you in your face: "You suck at this".
    (4)

  9. #9
    Player
    Cap75's Avatar
    Join Date
    Feb 2014
    Posts
    243
    Character
    Sil Ellessa
    World
    Behemoth
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Iriadysa View Post
    In my opinion, games should strive for high difficulty with low tedious factors. FFXIV does this well in many of the end game fights: you wipe in coil and everything instantly resets and you can try again. And again. And again.
    That exact repetition is tedious by definition because the fights are exactly the same every time due to the extremely scripted nature of them.
    (7)

  10. #10
    Player
    Iriadysa's Avatar
    Join Date
    May 2014
    Posts
    123
    Character
    Iriadysa Daenar
    World
    Malboro
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Cap75 View Post
    That exact repetition is tedious by definition because the fights are exactly the same every time due to the extremely scripted nature of them.
    A fight only becomes tedious from repetition once you master it.

    Otherwise you are just looking for blame outside of your own inability to improve. Although... I suppose you could get tired of sucking at a fight. Well, that's the game right there telling you "You suck at this"
    (2)

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