can only agree with that post. One can only hope that a LOT of the issues described are being taken care of and other mechanics being implemeneted in future content and even in current content.
can only agree with that post. One can only hope that a LOT of the issues described are being taken care of and other mechanics being implemeneted in future content and even in current content.
It's a very biased article, but it raises up some valid concerns. There's a lot of "food for thought" there.
Thanks a lot for translating and sharing with us EmiliM, made me see many things from a different perspective.
Personally I don't think mechanic-driven game design will ever go away. It's impossible in a game structured in tiers like FFXIV (like WoW).
Yet I do think they need to reduce the amount of fights which are so much reliant on mechanics-gimmics.
By doing this they would increase the variety and the overall situation should feel more managable and less frustrating for all the categories of players described by the author of the JP post.
In that you are completely wrong. Fights in one will directly ease the process or rather "higher learning" the later fights.
Much of what people learn in "omg this is insane" fights and master it go on to realize similar mechanics in later fights that are harder.
Primal in particular I have never seen someone who fails hard at them magically gets better on later mechanics. You may not have to perfect one primal to beat another primal, but all mechanics are basically stepping stones, and tactics stepping stones.
Titan EX the bane, if you can't beat that. Dear, mercy, I don't want you in some later mechanics. It's basically something you learn, and micro manage that has you doing in later fights.
The shear fact of it is. if you suck you will continue to suck. It's no single fight, you just suck in general, just like not learning algebra is never going to allow you to tackle geometry, and so on all the way up to college.
With that said, Heavily mechanics fight are a bad thing, as they are basically "perfect rinse and repeat". But at the same time, it's also how you divide the "work hard for it".
Again I'll use the most basic example of skills. "Focus target". Until twintaina, players just don't use focus target and not skilled at focus target. You can not and never will have someone like that in 2nd coil. It's a learned and perfected skill that seems trivial to anyone post-twin
Last edited by kukurumei; 06-13-2014 at 02:12 PM.
The point here is that there are plenty of people who don't suck, but can't progress because at least one person in the group sucks. Is is poor design when required bosses to advance important quest lines cannot be completed because of overtuned fights that are barring advancement for X amount of people? I think it is.
I can't progress to Ifrit Ex or Whorl Ex until I clear this boss. I can't clear this boss because I'm constantly running with people who make mistakes. I make them occasionally too.
To me, this is poor design and it's frustrating. I've mastered movement, there's nothing complicated about that. At this point I'm just repeating the same fight time and time again ad naseum hoping the seven other people I'm with know what they're doing.
That's the point of hard mode, CT, 4man dungeons, which are not as penalize as EX/coil.
What ARR does do badly is rigged numbers of 4/8 members. You can't have 7 or 9 or 10.
Your argument is flawed of that "it's one person". Well duh it's suppose to be like that. There's easier content for "not that bad" content. That's MMO.
What does need improving is the "instance" of a content walls people. Instead of echo, they should have it scale with members of the PT. though their DF and party system sadly does not allow it as such.
What FF11 did well was that while there are super hard content that required a perfect team of 6/18....most of FF11 was monster hunter style, "as many people as it takes". AKA the open world sandbox feel.
Not true. What kills people in Titan EX is the latency check required to dodge everything in the fight. Some of the 2nd coil's turn mechanic might seem complicated as a whole but each player would only have to deal with a portion of it and have way less latency requirement to pass them, even if just tripping on a little rock would instantly wipe the whole party. I'm still working on T9 but from T6-T8, the only attack that requires fast reflexes is circle blade (I have 280ms and I have to stand at maximum melee range to ATTEMPT to dodge it). Titan EX on the other hand, almost everyone has to deal with the same dodge-a-thon and latency and reflex combo requirement is simply killer for some people. I have a handful of wins ever since my first titan ex win, usually from assisting FC members for their first titan ex kill but I still can't dodge all the plumes at a 99.99% rate despite knowing every single move that titan does by heart by now.
Telling people to get better internet isn't a full solution by the way. The game was marketed as an international game and most players who havent been keeping up up to the release of the game didn't even know that there's only 2 data centers for the whole world. I have a train of thought: yoship wants to start cheap and only have 2 data centers, but then he goes to design a fight that requires very decent and stable latency, but then the fight becomes a lot harder for a lot of people, so he says he knew about this and that's why he designed the fight so that you can predict every single move the boss does, but for decent players that doesnt even have to think about latency, the fight becomes very easy, so this fight is supposed to be extreme for...who?
It's just odd to have a primal of earth requiring speed on the player's part way more than a primal of wind, by the way.
Thank you so much for the translation, it's a brilliant OP. I've read a LOT of the posts in this thread, but not all, to get a feeling of what players are feeling. There are quite a few "I like it as it is and to hell with the casuals" but there are a lot who agree with the OP.
What the former "to hell with the casuals" people still can't get through their heads is that without the casuals you will have NO GAME.
I love FFXIV, was totally enthralled with it when first entering the world, loved the levelling experience, enjoy raiding (have raided in many, many games since UO). I don't enjoy raiding in this game as I can't do it with ALL of my FC as we could in other games. This game relies too much on "statics" and the Free Company (guild) is pointless, except to those of us who have come with a bunch of our old guildies from other games, who are now left out in the cold because "raids" are 8 people. EIGHT PEOPLE FOR A RAID???? puhlease.
Anyway, back to the point in hand, and the overall end point of the OP was that unless something changes, "non hardcore" people will leave, subs will dry up and there will be no more FFXIV...which by the way will take quite a while I should imagine, it doesn't all happen in a day, but it is inevitable nontheless...or the game will become FTP.
I have to admit to looking at other games at the moment (especially the "new" UO *drool at sandbox*) whereas a few months ago (before getting stuck on T5 and Titan Ex) I was determined to persevere and stay in this game. But....there is a vast difference between persevering and improving to banging your head on a brick wall, because my improvement doesn't help me at all unless I can find 7 other people (statics...pfft) who have also "improved".
Somewhat right. Mostly wrong. The fact that you blame it on your latency proves one thing. You will fail with a clutch as with not. Latency hurts, lag spike hurts. They hurt a lot in titan, that is true, but they hurt pretty much in any content and game, and it's basically your own short coming in the end.
It's your fault for trying to beat titan ex on reaction if you can't react.
Titan is fully scripted. If you are using your own reaction to pit yourself against something that's highly proactive. You failure at titan will be as much as failing at later content.
While one can't completely control basic problems on twitch timing, there is a large amount of simple experiance that is purely personal skills inherent or aquired (btw what you said is wrong, you obviously haven't learn titan enough)
And this is why ARR has this double good/bad situation. A person is rewarded for "effort" put into content. Natural skills and good machines only go so far. Most of it is hard work of 8 individuals. It is both a wall of frustration rage quit and a pride of self praise.
Again. Learn.to.dodge. Is really LEARN. And it's both beautiful and ugly about ARR
The best part about all the complaints is that those people still play the game, and will continue to play the game.
The design of end-game PVE is fine. It is punishing as heck, as it's supposed to be. If you can't handle punishing as heck PVE, then FFXIV end-game PVE is not for you... It's really that simple. But I'm not getting why people are surprised - just about every MMORPG in existence that has end-game PVE raiding works this way... There are different tiers of end-game content, and the truly end-game stuff is only beaten by a small percentage of players at first. Down the road, things either get nerfed, or new content comes out with better equipment, making older content easier, thus a larger percentage of players will see/complete that content.
|
![]() |
![]() |
![]() |
|