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  1. #411
    Player
    Raenryong's Avatar
    Join Date
    Sep 2013
    Posts
    281
    Character
    Serefina Solfyre
    World
    Sargatanas
    Main Class
    Archer Lv 50
    They should just do what I believe WoW does, and have a standard version of raids (which isn't easy as such but is achievable with effort by the general population. Would drop gear which is inferior to that of the higher difficulties) and a standard difficulty (which is what it is now). Could even add an epic difficulty after that.
    (3)

  2. #412
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Pibz View Post
    2. Knowing your class inside out(so that you have your job in muscle memory for example..)
    That in no way means the mechanics are hard.

    1. Memory
    Most fights you don't need to memorize. Could change in the future though when more fights are added.

    3. Being able to execute a number of mechanics which differ greatly from fight to fight(reaction time, not panicking, recovering from medium mistakes)
    Those aren't either mechanics.

    Also, I did not say all mechanics are that easy, just that the majority is the standard "walk out of marked area". And to me personally, that is easy.
    (1)

  3. #413
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    Quote Originally Posted by Amberion View Post
    That in no way means the mechanics are hard.



    Most fights you don't need to memorize. Could change in the future though when more fights are added.



    Those aren't either mechanics.

    Also, I did not say all mechanics are that easy, just that the majority is the standard "walk out of marked area". And to me personally, that is easy.
    So first people fail mechanics because they don't know their role well enough and have to look at their hotbar, now it doesn't make it any harder, ok.
    But i'm tired of arguing over this kind of stuff so..
    What would make it harder, having gear matter more?(this is horrible design) More complicated mechanics?(this thread is full of people saying that 95% can't deal with the ones we have) More randomness? I'm honestly asking what you would like to see changed.
    I for one would like a bit more controlled randomness(if that makes any sense), but the issue is it would only make the ones failing in the current easy, as you call it, mechanics have even more troubles with that system.
    (0)

  4. #414
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Pibz View Post
    So first people fail mechanics because they don't know their role well enough and have to look at their hotbar, now it doesn't make it any harder, ok.
    Let's say it like this. Is reading hard a book hard? Now someone comes and shakes the book, does it make reading itself hard?

    Bah, what I mean is that it's an outside factor that influence it, not the mechanic itself. Hard time to conveying my thoughts here.

    What would make it harder, having gear matter more?(this is horrible design) More complicated mechanics?(this thread is full of people saying that 95% can't deal with the ones we have) More randomness? I'm honestly asking what you would like to see changed.
    I would like for my in-game character to have the most impact on if I win or lose a fight. As for the bold part, not completely it isn't. This is a RPG where stats and abilities should matter more then your Dance Dance Revolution skills.

    Me personally if I was a dev, I would focus more on buffs, debuffs and enfeebles. Unfortunately though, their is no true enfeebling job yet in the game.
    (6)

  5. #415
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    Quote Originally Posted by Amberion View Post
    I would like for my in-game character to have the most impact on if I win or lose a fight. As for the bold part, not completely it isn't. This is a RPG where stats and abilities should matter more then your Dance Dance Revolution skills.
    It already does enough, but how does having more gear make things easier(which it already does, you can shorten phases which when prolonged can complicate things a lot) make it a better show of skill than actually dealing with mechanics that hurt you regardless of what ilvl your gear is(and not talking about big red aoe mechanics either)
    Now as for usage of buffs and character skills being important it already is in current content, if you decide to use the abilities that give you burst damage at the wrong time you're going to cause your raid trouble, same if you use your defensive/healing cooldowns wrong.
    However increasing the importance of buffs and debuffs on top of what we already have is definitely one way to make things more interesting, but again if people already fail on "just move" mechanics how would that be any more acessible?
    (0)

  6. #416
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    I really enjoyed the OP and thank you for the translations. Certainly the people who use these forums the most fall into the hardcore player category and will disagree that there is any problem in an overly harsh way, and as such I don't want to look through all these replies, but it is very encouraging to see so many people clicked 'Like!' on your post. I agree with the original author's vision of a more flexible, more sociable game world which encourages participation and does not segregate elite players into small cliques of people who are capable of beating mechanics, and leaving all other people locked out of new content. It is too late for some people who have already quit the game after reaching endgame, failing to have enough coordination or reaction times to ever beat mechanics, and thus finding nothing else left for themselves to do. I look forward to minigames which I hope are fun and allow casual players something to enjoy besides raiding with brutal insta-wipes.
    (11)

  7. #417
    Player
    Burien's Avatar
    Join Date
    Oct 2013
    Posts
    21
    Character
    Kaiser Burien
    World
    Exodus
    Main Class
    Conjurer Lv 50
    Thank you for translating that post as the points are valid. The biggest problem for our FC is the 8 person restriction as people feel left out... not a big deal since we can make teams but would like to structure events with the FC as a whole.
    (3)

  8. #418
    Player
    MogBeatr's Avatar
    Join Date
    Apr 2014
    Posts
    27
    Character
    Calvin Knutbruiser
    World
    Cerberus
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Raenryong View Post
    So why do people fail it so much? And don't say lag. Most people failing are doing so because they react badly, not because of lag.
    I can only speak for myself. When I fail, it is usually due to lack of concentration or familiarity.

    Quote Originally Posted by scarebearz View Post
    Have you beat Ttitan Ex or any of the new coil turns?
    I have tried Ifrit Ex once in DF and failed that attempt. I have not been to SCOB yet (played just a few months so far).

    My opinion on skill is based on my experiences. I started playing MMORGs in late 1997 with the beta of Ultima online and eventually went to work for Origin Systems. I have played a good majority of the genre released since then.
    (1)

  9. #419
    Player
    NefarioCall's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    1,093
    Character
    Nefario Call
    World
    Cactuar
    Main Class
    Alchemist Lv 80
    I completely agree...
    (0)
    --------------
    http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
    Make it happen.

  10. #420
    Player
    Ginga_K's Avatar
    Join Date
    Dec 2013
    Location
    Pandaemonium
    Posts
    48
    Character
    Ginga Kun
    World
    Tonberry
    Main Class
    Thaumaturge Lv 61
    Well Nice article, content for "never ending" updating patches seems to
    be aiming at prolonging players subscriptions esp 2.25 onwards.

    Raids aint a prob if u have parties for practice n play,
    or if u learn the usefulness of "focus target bar"

    As I only hv 1-3 hr available free time daily...

    Fm 2.25 onwards :-
    - Can u speak Japanese?
    - Pls watch e video before we play together
    - Oh I hv ilvl115 weapon, pls catch up.
    - Pls follow e pattern, otherwise disband
    - Dps waiting time on DF.. at least 30mins for a 10min dungeon rush.
    - Oh this is a need party, n got wipe 10 times till disband.
    - Haha I got my Animus, oh wait ... u cleared t9? wth is Animus.
    - Yeah I got Alexandite map... oh crap I got 5mins vs a mob of 20 monsters
    resist sleep/stun etc....gd bye 800myth.

    +++

    Well, if "Pro players" need randomness, put all raids/dungeon as 3/7ppl party
    and let a 4/8th random player from server to join.

    However, recent updates seems to be done to retain elites.

    Otherwise T5/T9 should hv wkly lockouts.
    SE shd implement a "training mode" option on raids/dungeons with no loot.
    (2)
    Last edited by Ginga_K; 06-09-2014 at 03:44 PM.

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