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  1. #11
    Player
    Assirra's Avatar
    Join Date
    Feb 2014
    Posts
    775
    Character
    M'irau Rhya
    World
    Odin
    Main Class
    Astrologian Lv 90
    A couple things.

    If all it required to down a boss is watching a guide as you imply. Why has not everyone killed t9 by now?
    Knowing what to do and doing it are 2 different things.

    Next, the non-scripted stuff. Know that is an mmo and not dark souls so the comparison is wrong and should not be made to begin with. Btw there are reaction based mechanics in game. every dodge thing or stuff like conflag with t5.
    Making the fight more random will get quite annoying and make make for some stupid progress raids. One try the boss is suddenly a lot harder then before and backwards. Some more randomness would be nice, like say the boss can do A B or C and you have to react acordingly.

    Jumping puzzles, for the love of god NO. this game has some weird physix (trying to jump on a rock can sometimes be more challenging then it should) so adding those in would just be infuriating.

    Near impossible bosses. How exactly? Ilvl gear will make it easier no matter what not to mention the complete outcry everywhere if they made content too hard. Want some proof? Look at the echo.

    Tbh, all i can read from this post is "random random hard hard random hard" without too much thought about it.
    (1)
    Last edited by Assirra; 08-08-2014 at 05:16 PM.

  2. #12
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Assirra View Post
    snip
    I'm not gonna lie, i haven't even cleared coil1, i'm actually in t4, but for me the hard part of coil is not having time or interest in making/joining a static, i was hardcore raider in other games and a static for me feels like a job now, some player are not skilled enough, but it's not the majority like most believe, for me it's simple, to do coil you have to know it and a do it with players who work well together. All the slightly "interesting" content is locked after "must have a win" and having a satic walls.

    And

    Quote Originally Posted by Renik View Post
    Wen you talk about pseudo-random in a game, you're talking about an AI with some random behaviors, absolutely different from the fully scripted and some oversimplified gambit systems we have now.
    I don't think we should have full randomness, not because it's bad it's just because this game don't really have systems to counter the RNG, like increased drop rates or survivability skills, we depend heavily on healers. But invariable scrips and simple gambits are not better than randomness.
    (0)

  3. #13
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    I'd enjoy some more high risk high reward content, but I'm afraid this game is so structured that it can't deviate from the rail progression setup.
    Every boss and dungeon seems to be delicately centered around you having exactly what they want you to have and following the proper motions through scripted events. Throwing more chance, skill and reward might wreck the "theme park ride" thing they got going on.
    We are restricted to a party size, setup (holy trinity is easier to design around), gear strength, and usable abilities.

    You're essentially going on a tour. Using ingenuity, personal discovery, unexpected opportunity, varying tactics, and progression options in general do not mesh well with the modern MMO design.
    They need subscribers. Numbers are in the lowest common denominator. The lowest common denominator likes a smooth and streamlined experience. I mean just look at the outcry over Zodiac weapons. They're not even the strongest weapons available (and will never be) and can be completely skipped, but people hate it because though it requires less effort, it's far more chance based and will likely require you to use more time.

    Now, don't think of this as me calling out anyone or anything like that, I'm just frustrated with the overall concept of an MMO becoming so mechanical and blase when I feel that the idea of a living virtual world it could be something far more engaging and organic. It's just unfortunate for me that that sort of thing doesn't appeal to the masses. "Spectacle trumps depth", if I can be a bitter old fart about it.
    (1)

  4. #14
    Player
    Seibah's Avatar
    Join Date
    May 2014
    Posts
    64
    Character
    Saber Pendragon
    World
    Coeurl
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Assirra View Post
    If all it required to down a boss is watching a guide as you imply. Why has not everyone killed t9 by now?
    Knowing what to do and doing it are 2 different things.

    Think of this game's battles like a spelling test where people are all given equal time to review the words and are fairly talented at spelling.

    Whether they maybe hear the word wrong, make a small mistake by putting two "s" somewhere, a typo, a brainfart, whatever. They're all still clearly talented and capable people who, between 8 different brains, could make marginally small, human errors throughout their respective tests. Small errors that speak nothing against their skill. The test is still easy, human brains being what they are, especially between 8 people, may not achieve absolute perfection between them every time.

    Many of this game's fights are designed in the same way. The raiders are capable of doing them. The raiders are capable of working together. They are more than skilled enough to down whatever raid they're on. Yet even the smallest error from one of them is often enough to wipe the entire raid. That doesn't mean the raid is necessarily "difficult" in that it actually tests skill. It means it brings down massive punishment for even the smallest mistakes, so one needs to sit around an incredibly long time to clear it because of how harshly it punishes the smallest human error.

    That is more of a timesink than truly testing the skill of players, if you ask me.

    That being said, I still enjoy playing and clearing stuff in this game, because it's really fun to overcome obstacles with your friends. I would just say my reaction upon clearing stuff is more of a "****ing finally" than a "wow guys we are good at this" or something.

    Just want to say not all the game's fights are like this, though. I actually enjoy Twintania because it feels more reactionary than some fights. I know people complain about her, but stuff like twisters you see in the cast bar then "react" to. Or you need to find and react to whoever is binded before the dreadknight reaches them. It's a bit different from, I dunno, Titan, who has people just remember every single thing he does every time then follow that exact pattern. Turn 4 is another good one. And even Rafflesia has a lot of mechanics that can be handled in different ways and won't necessarily wipe you for making mistakes here or there. It's stuff like Melusine that really holds raids up because of the nearly zero tolerance for human error present in them, in my opinion. Once people actually figured out how Twintania worked, I think she was difficult for the right reasons (punishingly hard dps checks, needing to react to dbs/twisters, etc)
    (1)
    Last edited by Seibah; 08-08-2014 at 07:37 PM.

  5. #15
    Player
    Assirra's Avatar
    Join Date
    Feb 2014
    Posts
    775
    Character
    M'irau Rhya
    World
    Odin
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Seibah View Post
    Think of this game's battles like a spelling test where people are all given equal time to review the words and are fairly talented at spelling.

    Whether they maybe hear the word wrong, make a small mistake by putting two "s" somewhere, a typo, a brainfart, whatever. They're all still clearly talented and capable people who, between 8 different brains, could make marginally small, human errors throughout their respective tests. Small errors that speak nothing against their skill. The test is still easy, human brains being what they are, especially between 8 people, may not achieve absolute perfection between them every time.

    Many of this game's fights are designed in the same way. The raiders are capable of doing them. The raiders are capable of working together. They are more than skilled enough to down whatever raid they're on. Yet even the smallest error from one of them is often enough to wipe the entire raid. That doesn't mean the raid is necessarily "difficult" in that it actually tests skill. It means it brings down massive punishment for even the smallest mistakes, so one needs to sit around an incredibly long time to clear it because of how harshly it punishes the smallest human error.

    That is more of a timesink than truly testing the skill of players, if you ask me.

    That being said, I still enjoy playing and clearing stuff in this game, because it's really fun to overcome obstacles with your friends. I would just say my reaction upon clearing stuff is more of a "****ing finally" than a "wow guys we are good at this" or something.

    Just want to say not all the game's fights are like this, though. I actually enjoy Twintania because it feels more reactionary than some fights. I know people complain about her, but stuff like twisters you see in the cast bar then "react" to. Or you need to find and react to whoever is binded before the dreadknight reaches them. It's a bit different from, I dunno, Titan, who has people just remember every single thing he does every time then follow that exact pattern. Turn 4 is another good one. And even Rafflesia has a lot of mechanics that can be handled in different ways and won't necessarily wipe you for making mistakes here or there. It's stuff like Melusine that really holds raids up because of the nearly zero tolerance for human error present in them, in my opinion. Once people actually figured out how Twintania worked, I think she was difficult for the right reasons (punishingly hard dps checks, needing to react to dbs/twisters, etc)
    To go further on your example. Why is it that it seems that the same people always have that "brainfart, typo, dubble s" mistake? And another group somehow doesn't.
    Now, all fine and well but what the OP wants now is to add another spelling test, but one that requires a master to even understand what is being said. So you want people that have brainfarts do that test?
    A bit later after enough auto corrects the first group finally managed to succeed that first test and is now crying they cannot understand the other one. So the teacher saids fine we make it easier like the first test.

    And here we have an example of the mmo community shooting in their own foot.
    Near impossible bosses work in single player games and only if they are optional, not in an mmo that hundreds of thousands people are playing.
    (1)
    Last edited by Assirra; 08-09-2014 at 01:31 AM.

  6. #16
    Player
    lololink's Avatar
    Join Date
    Jul 2011
    Posts
    4,617
    Character
    Nel Artux
    World
    Asura
    Main Class
    Gladiator Lv 80
    ?
    (0)

  7. #17
    Player
    Tygg's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    28
    Character
    Tygg Nuggets
    World
    Malboro
    Main Class
    Lancer Lv 36
    Quote Originally Posted by lololink View Post
    ?
    Not available on PS4.
    (1)

  8. #18
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    On the issue of "risk", rather than looking to more difficult instances, it might be better for there to be more consquences for failure. It's far too easy to jump into an instance, jump out if you don't like the looks of it (or if it doesn't win on the first try), and jump in again with a new group. The ONLY risk in a failed run is the time you spent failing that run, and to cut down on that penalty players are far too ready to bail at the very HINT that things might not be progressing smoothly.

    It might be worthwhile to set valuable loot behind instances that CAN'T be rerun at will. Demand some kind of payment item in order to participate, one that's difficult or grindy to obtain. If a player needs to fork over 1000 Soldiery for a Talisman of the Ancients, or it's a 5% drop rate from Boarskin maps, or whatever, you can bet that player's going to do their best to clear the run, even if the Internets claim the best setup is with a WHM BRD BLM PLD and you get a SCH healer or a MNK, or whatever else.

    Players should be encouraged to want to overcome difficulties imposed by unfavorable party setups or inexperienced players, rather than turn tail and run when the going gets tough.

    Unfortunate that the dread spectre of FFXI should appear right above this post (it's practically the Godwin's Law of the FFXIV forums >_<), because it IS true that FFXI abused this strategy to an absurd degree. Even mission storyline fights typically required a key item for entry that players had limited access to (usually could only obtain one key item per hour, though sometimes reacquisition was even harsher). Even so, used in moderation I think that "high-risk" battlefields requiring payment items for entry would give players a sense of danger that is much lacking in current content.
    (1)

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