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  1. #1
    Player
    OSUBuckeye4's Avatar
    Join Date
    Dec 2013
    Posts
    159
    Character
    Captain Lechuck
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Serret View Post
    About scripted boss fights, I do agree that they can turn dull after awhile, but at the same time a random fight could be unfair.
    So why can't we have a bit of both?
    Some fights that are scripted and some randomized fights? Or even a mix that involves scripted "key" sequences in a battle and lighter randomized sequences?
    Why not even go beyond the "standard" MMO conventions and make a fight that's not just about players reacting to the opponent but t hat also involves the opponent reacting to players? Perhaps even trying to trick the player.
    I believe that a mix between scripted and randomized would be ideal as it would give the player a sense of near-AI.
    I would have no problem at all with that.

    Look, there are obviously going to be times when scripts are necessary. For example, you get a boss down to a certain percentage of health and that boss morphs into something else, or summons adds.

    I have nothing against that at all, and I'm sure most people reading this don't either.

    I'm not asking for bosses that think and act like actual players. I don't want to face an Extreme Primal that accidently hits the wrong button and jumps off a cliff to it's death, that would just be stupid. I also don't want it the other way around and go into an Extreme Primal battle and watch it fire off a combo that is literally impossible to recover from.


    I'm just saying the level of scripting in these hard fights are absurd. It's literally the exact same pattern every time. It's just not fun to me... and I know I'm not the only one who feels this way.

    Maybe the answer is this... you do into a fight and it's on a script. If you fail multiple times, the boss says something like, "I see you're no match for me, I'll take it easier on you this round!" and you get another script that removes one of the mechanics.

    Or, you go into a fight and midway through the battle there is one of four different scripts that the boss could employ, and you have to be ready for them.


    Just, something to differenciate the battles a little bit so that they don't all feel the same every time you run them. These Extreme primals and Coil runs start to feel like treadmills after awhile, not actual gaming experiences.

    I would say the same thing about the dungeons themselves. It's no fun when the same monsters appear in the same place every time you run the dungeon. It would be nice if there was a little randomness to it... maybe throw in a special monster that can spawn at rare points... or add a bonus room or chest that appear randomly.

    Just, mix it up a bit. Running Sastasha for the 99th time on Low Level DF is mind numbingly boring. And I know, no one is forcing me to run it, but, what else am I going to do? Run something else that I've run 15 times and is going to be the exact same the 16th time?

    Maybe it's not possible to do any of these things, but, if it is, that's what I would really like to see.
    (3)
    Last edited by OSUBuckeye4; 06-12-2014 at 01:59 AM.

  2. #2
    Player
    Nie's Avatar
    Join Date
    Mar 2011
    Posts
    32
    Character
    Nie Aka
    World
    Excalibur
    Main Class
    Alchemist Lv 50
    First, thank you to the OP for the translation. Opening the discussion is a great service to the community whether or not people agree with the premise of the post.

    Here are a few things I'd like to add to the conversation:

    "100% randomness would be unfair"
    Why can't monsters have cooldowns, TP, and other combat resource limitations like players? Even better, how about they use things with some measure of AI? For example, Titan could use WoL when people are spread out, or might use mountain buster when the tank's HP isn't full. (In its current state this might be overwhelming; would need adjustment)

    Vertical growth

    I understand many people loathe the idea of multiple gearsets, but I think that kind of horizontal equipment progression is fun and allows character growth to happen at a slower pace. This allows the players on the more hardcore end of the spectrum to make marginal gains while the more casual players aren't left so far behind.

    Content locking
    While I understand the purpose behind time locks, it creates LS/FC/Static administrative nightmares. One common problem is a FC with some "static" groups and a surplus of a few extra people. The group must work out scheduling and determine which people are left out. Those people are forced to run with others who are not locked. Though I understand the intention is to provide people without an in-game community to run content, it detracts from the communities who want to help all of their members clear on a weekly basis without the agony of trying to find people who have a similar level of experience with a particular encounter. As an example, I 1-shot most of act 2 with my static, but struggle for hours to clear on my alt character (some weeks, tens of hours).

    In addition, it would be nice to see at least some triggered (or similar) content. This would provide something for a small collection of players to do. For example, Sky and Sea were so successful because you could start with 2 people and farm easy triggers. As more and more people logged on, you could add them to the group and progressively tackle harder content. This type of content allowing group size to scale allowed people to log on and off as they pleased, without a hard schedule, and without fear of being locked out for the week.

    Large-scale content
    Simply put: it would be great to run content with more than 8 FC mates. The next addition to Crystal Tower is supposed to provide this but may not satiate the desire to build strong cohesion within a community.

    Instanced content & immersion (yeah, I said it)
    Simple things like the vast majority of content being instanced, not being able to see LS/FC details or even send and receive tells in instances is downright frustrating. A nice compromise would be simply fixing communication channels within instances. Real-world content has limitations with spawns, griefing, hardware/rendering/lag, etc... but some limited forms of it would be a nice addition.
    (5)
    Last edited by Nie; 06-12-2014 at 05:20 AM. Reason: Consolidated posts

  3. 06-12-2014 03:34 AM
    Reason
    Consolidated

  4. 06-12-2014 03:35 AM
    Reason
    Consolidated

  5. 06-12-2014 03:35 AM
    Reason
    Consolidated

  6. #6
    Player
    TeaTimeBear's Avatar
    Join Date
    Sep 2013
    Posts
    939
    Character
    Denevieve Nebilim
    World
    Midgardsormr
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Nie View Post
    Instanced content & immersion (yeah, I said it)
    Simple things like the vast majority of content being instanced, not being able to see LS/FC details or even send and receive tells in instances is downright frustrating. A nice compromise would be simply fixing communication channels within instances. Real-world content has limitations with spawns, griefing, hardware/rendering/lag, etc... but some limited forms of it would be a nice addition.

    (Sorry about multiple posts, I don't have enough rep to include them all in one; tried to shorten)
    Edit button gets past 1k.
    (1)

  7. #7
    Player
    Nie's Avatar
    Join Date
    Mar 2011
    Posts
    32
    Character
    Nie Aka
    World
    Excalibur
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by TeaTimeBear View Post
    Edit button gets past 1k.
    Thanks, guess I should change it to "too noob to forums to know how to circumvent the character limitation"

    (I've consolidated them now)
    (0)
    Last edited by Nie; 06-12-2014 at 03:47 AM.