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  1. #1
    Player
    Mapleine's Avatar
    Join Date
    Sep 2013
    Posts
    226
    Character
    Elodie Claire
    World
    Leviathan
    Main Class
    Sage Lv 100
    Encounter design is one of the best things this game does. The very pattern based, very kinetic, very team driven feeling is what makes these types of game shine at cap. If anything we need more of it outside of the end game, that leveling to cap disconnect is a big problem in the genre right now.

    When I started seeing examples of FFXI encounter design like it was something to be lauded my eyes just kind of glazed over. I liked that game, for what it was, back in 2005 but there is nothing to learn from it in terms of combat, mechanics, encounters, etc. It was and is a vague and awkward EQ-like with all of the nonsense that comes with that dark ages design methodology.

    There are plenty of things this game could use like better itemization, more options and venues for gearing and customizing... Looking back at the dark age of the genre where difficulty was solely fueled by timesinks and vague, almost superstitious nonsense is about the last thing we need to be doing right now.
    (8)
    Last edited by Mapleine; 06-05-2014 at 03:02 AM.

  2. #2
    Player Rose_Vilehart's Avatar
    Join Date
    Aug 2013
    Posts
    148
    Character
    Rose Vilehart
    World
    Odin
    Main Class
    Archer Lv 50
    Quote Originally Posted by Bizniztyme View Post
    People dont even have the skill to simply memorize and dodge how the hell are they going to manage all that. There will be alot more frustrations. lol
    Basically this.
    Quote Originally Posted by Mapleine View Post
    this seems misguided, as tuning is fairly kind in XIV and there are no hard modes. It's one of the easier MMORPGs out there, it's certainly not on par with the kind of psychotic design you'd see on Heroic mode in Warcraft. Mechanics are tight but it's to make up for the simplicity in formation and customization and gearing. This game has no mechanics or leg-work outside of actual combat.

    Encounter design is one of the best things this game does, if it was different I wouldn't be playing it nor would a lot of people. The very pattern based, very kinetic, very team driven feeling is what makes a traditional WoW-like MMO stand out lately.

    When I started seeing examples of FFXI encounter design like it was something to be lauded my eyes just kind of glazed over. I like that game, for what it was, but there is nothing to learn from it in terms of combat, mechanics, encounters, etc. It was and is a vague and awkward EQ-clone with all of the terribleness that comes with that dark ages design methodology.
    This game is actually way too easy but its fun so i forgive it, this thread just shows how far the gaming community has fallen if they are having a hard time here..........
    (6)

  3. #3
    Player
    Clavaat's Avatar
    Join Date
    May 2012
    Location
    Ul'Dah
    Posts
    531
    Character
    Osric Sylador
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Mapleine View Post
    Mechanics are tight but it's to make up for the simplicity in formation and customization and gearing. This game has no mechanics or leg-work outside of actual combat.
    I think what the OP is getting at, and what I would have to agree a bit with, would be to have more a balance with this aspect. I would like a bit more number-crunching or variety in viable gear choices (to their credit, this last patch added a lot in that regard). And really, what that would come down to, is more options. Currently, the selection of weapons and the way in which to obtain those weapons is awesome. Definitely would like to see more of this. But that would help continue to create a balance. Don't have time but a lot of skill? Option A. Have a lot of time, but not a lot of skill? Option B. Etc.
    (1)

  4. #4
    Player
    Dano's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Danorille Pandemonium
    World
    Tonberry
    Main Class
    Blacksmith Lv 61
    Quote Originally Posted by Mapleine View Post
    Encounter design is one of the best things this game does. The very pattern based, very kinetic, very team driven feeling is what makes these types of game shine at cap. If anything we need more of it outside of the end game, that leveling to cap disconnect is a big problem in the genre right now.

    When I started seeing examples of FFXI encounter design like it was something to be lauded my eyes just kind of glazed over. I liked that game, for what it was, back in 2005 but there is nothing to learn from it in terms of combat, mechanics, encounters, etc. It was and is a vague and awkward EQ-like with all of the nonsense that comes with that dark ages design methodology.

    There are plenty of things this game could use like better itemization, more options and venues for gearing and customizing... Looking back at the dark age of the genre where difficulty was solely fueled by timesinks and vague, almost superstitious nonsense is about the last thing we need to be doing right now.
    quote for new page, i agree.

    edit: I disagree with OP, while the endgame content are mechanic heavy they aren't very strict or even punishable and you can reasonably prepare for them if you practice enough or done your homework.
    (0)
    Last edited by Dano; 06-05-2014 at 02:59 PM.