I see. So, pushing the stick to the right or left when you know WOTL is coming = skill. Sorry, I don't agree. My point was simply that this game requires very little skill.
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.
Im going to try this again, lets see some of what you people say is "only" needed for doing the fights:Bad reaction time. They don't have their jobs in muscle memory, hence they pay more attention to skill bar or keys/buttons. Then add any kind of lag also, or a combination of everything.
Moving out of a highlighted area is not hard and that is pretty much what 80-90% of all mechanics are all about.
That is my opinion though.
1. Memory
2. Knowing your class inside out(so that you have your job in muscle memory for example..)
3. Being able to execute a number of mechanics which differ greatly from fight to fight(reaction time, not panicking, recovering from medium mistakes)
Yet the sum of acquiring and applying this "non-skills" is trivial, and so trivial, that you say then that most people can't do it.
You want to call it boring? That's up to you, just stop with the no skill involved, yet its hard for most, nonsense.
And no most fights aren't 80-90% about getting out of highlighted area.. that's just bs.
Edit: rewritten this bit cause you're just silly.That's because you choose not acknowledge what's happening around you. You use others for your argument when it benefits you but when it doesn't you neglect it. You shun and belittle those simply because they aren't on par to your standards.
You can vent on me all you want but I'm not the one you need to address those arguments because I understand both sides pretty well. Yet a community doesn't strive based on that small percentage you're using for your argument.
That's why pushing for separate content is the best course of action. That way the "hardcore" can get their hard content and it can get harder without nerfs and buffs like echo. While the casual and mainstream demograph can get something they can look forward to and enjoy long term without feeling that they are only gonna be lagging more and more behind because they are are constantly blocked by artificial difficulty.
I'M the one who chooses to ignore points? ROFL
You went from saying, that having videos(which i assume you think only exist because there are patterns to fight, which again ROFL) is the reason people form groups which require kill/experience, to going that they should do separate content, and yet i'm the one using arguments when they benefit me..
And what standard, the standard that what you say should make some form of sense?
You're talking to me like i'm some elitistic asshole, when i couldn't be farther from it, i'm not saying "make all the content insanely hard", i'm saying stop whining about the 1% of the content that's hard, or rather stop coming up with excuses for not saying it upfront, specially considering it isn't even supposed to be the main point of the thread.
I have been, for pages now, saying that they should in fact release a coil story mode so as to appease to all this. Hell, nerf current content completely after 6 months too, no objections here.
Last edited by Pibz; 06-09-2014 at 09:09 AM.
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.1. Memory
Those aren't either mechanics.3. Being able to execute a number of mechanics which differ greatly from fight to fight(reaction time, not panicking, recovering from medium mistakes)
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.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.
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.
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.
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.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.
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.
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?
I can only speak for myself. When I fail, it is usually due to lack of concentration or familiarity.
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.
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