Because its boring and takes all the fun out of the game. It's literally that simple. Why do I want to know how the movie ends before i even see the beginning?I don't know why people are so against watching a vid to get an idea of how the fight is. You still have no idea about the timing of the fight until you experience it yourself. I don't find walking into a fight blind and dying to every mechanic fun. All it does is waste your/their time and make the party rage at you. Nothing makes me rage more than joining a farm party only to have people join that have no idea about what to do in a fight
That's all well and good but you end up wasting other peoples time if you do not know at least SOME of the fight. I don't like it either, but as a primary healer i kind of have to if i don't want to be useless to the group. Try walking into titan ex full blind< don't know about you but wiping a group non-estop because i have no idea what to do isn't very fun for me.



I'll bite.
I'm guessing they're referring to the abundance of bosses / endgame fight mechanics relying on scripted move sets instead of an open available move pool.
This leads to Youtube videos becoming more like manuals for fights in the sense that they boil down to "Do this at X time, at X% HP, dodge this at X time and it will always be followed by X move" as opposed to actual guides that would function more like "The boss has the ability to do X move so be aware if it happens"
This trend has led more to players learning the "script" of most fights as opposed to learning how to properly deal with varying and changing mechanics.
The reason they have gone this route however is most likely an attempt to boost the overall success rate of the DF, allowing players to learn a script probably yields better results within the time limit due to the random player environment that the DF is based around, as opposed to putting the stress on players to grow accustomed to a wider range of mechanics.
Ideally they could have solved this issue by making guildhests both mandatory as part of the main scenario and worthwhile by steadily introducing players to various types of boss mechanics that they might come across in future content.![]()
There were concerns expressed during the beta about the classes being too simplistic at low levels, as well as the difficulty of content being so easy. The response was that the difficulty was set at that level as part of a greater learning curve. So the response was to tell us what we already knew. I don't think our opinions from the beta have really shaped the content all that much since then.
I don't mean none of our feedback is listened to. Clearly they listened to us about adding more stuff to the open world and delivered on it (with mixed results). They are making some new classes as asked. I think the lockouts are a major issue right now, as well as static party sizes. Parties need to be able to accommodate varying numbers of people to deal with the damage dealer bloat.
Last edited by Fendred; 08-07-2014 at 09:40 AM.


I'm pretty sure I do and no its not a WoW clone. At least WoW was entertaining past its opening year.



SE have the problem with the gear treadmill...
Its a fixed set of finished gear you have to take or trash...
There is no customization...
I wish a bit more like "Monster Hunter" where you can build up your individual armor from pieces...
When i remember correctly SE answer was:
Too much database or serverload needed because too many same and yet different piecs will be needed for only one piece of armor... also the result needs to have many more mods...

i like ARR as it is, maybe i cant uderstand u cause im not a mmo player at all, i played a f2p some years ago and then ARR and i dont feel that i want to play another mmo, i just dont have time for more am i wrong?
ARR is good but after 2.2, i think they went in the wrong way
I think the direction is fine, but they need to tidy up a lot of small issues and listen to all playerbases a bit more. I personally find nothing wrong with combat until you roflstomp most everything and then it becomes a tedious chore. Example: Levequests. They're basically the same thing over and over. It's boring, it truly is and it's one of the only efficient ways to grind levels now. Dungeons can be good IF you're okay with queuing up for 20+ minutes leveling a DPS class or have FC/friends that can run them with you without being bored from the redundancy. Regardless, the game is in a right direction, but the direction of Main Scenario Quests is pitiful. I'm not drawn into the Quests at all and it's all incredibly predictable, not mentioning how it feel like a waste of time before you fight X Primal.
On a light note, they've done everything right with Hildebrand, Sidequests in general and Crystal Tower. Please, more of that stuff.
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