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  1. #1
    Player
    Aegis's Avatar
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    Mar 2011
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    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70

    Resource Management

    There is one thing I feel is lacking in this game that could be introduced to create more challenge that aren't all about twitch mechanics and pattern memorisation.

    This would be Resource Management

    With a few exceptions this doesn't really exist in X|V: ARR.
    • Once you have gotten yourself some enmity established on a target as a tank, you're not going to lose it to any equivalent ilevel DPS. Enmity also does not decay.
    • On the vast majority of fights, you're not going to run out of MP as a WHM, much less a SCH.
    • On the vast majority of fights, you're not burning a single target long enough to run out of TP on any of the DPS.
    • BLM literally cannot run out of MP for more than a few seconds.

    To me, resource management has always been a key part of MMOs. It was a delicate balance that had to be monitored for every fight.
    • Tanks should be monitoring their MP/TP usage so as not to waste enmity by hitting an enmity cap only to lose it later on in the fight to an over-eager DPS and not having the resources to pull it back.
    • Healers have to balance their healing per second to make sure they neither overheal or generate more enmity than the tank.
    • DPS need to learn when to burn their TP and/or MP. Unleash it too early and you will pull hate from the tank leading to both the tank and the healer expending extra resource grabbing it back. Unleash it too late and the healer's MP will be stretched having to keep a tank alive longer than they should need to.


    What this means is fights where the goal isn't just 'how much DPS my rotation is', 'how well I can dodge voidzones' and 'how well I have this pattern memorised'. It becomes also 'How intelligently can I choose when to unleash my epic rotation?' and 'How well can I judge the capabilities of the others in my party?'


    Is this just nostalgia glasses? Do you all prefer the current system of seemingly endless resource? Am I mischaracterising the current situation - do you feel resources are significantly limited at the moment?
    (3)

  2. #2
    Player
    Nyxilin's Avatar
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    Jul 2012
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    30
    Character
    Ravyre Sinclaire
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Compairing roles really doesnt work in this game, and tanks have their own problems to deal with (could you imagine tankswaping while having to monitor your resources and having dps spike emnity?) On the side of dps they would have to completely rehaul or remove the TP system to make resource management a viable thing for melee dps (autoattacking as you wait for your Tp is very unfun) Now for new classes id say adding an extra layer of resources would be an interesting idea like say a focus bar for samurai or runes for dark knight and so on.
    (1)

  3. #3
    Player
    Aegis's Avatar
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    Mar 2011
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    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70
    Quote Originally Posted by Nyxilin View Post
    Compairing roles really doesnt work in this game, and tanks have their own problems to deal with (could you imagine tankswapping while having to monitor your resources and having dps spike emnity?)
    That's actually exactly what I was thinking of. A layer of challenge that doesn't revolve around pattern memorisation or twitch reflexes, but involves a party acting as a party: each member considering the actions of the others.

    It's very challenging, but it's a challenge that doesn't rely on your ping.

    Edit: Don't get me wrong, I don't think SE will make resource management a serious obstacle. This thread is more for the discussion of it as a concept in MMOs in general and how XIV is an example of a game without it.
    (0)
    Last edited by Aegis; 09-19-2014 at 12:37 AM.

  4. #4
    Player
    Bixby's Avatar
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    Mar 2011
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    1,534
    Character
    Ampersand Kai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Aegis View Post
    Edit: Don't get me wrong, I don't think SE will make resource management a serious obstacle. This thread is more for the discussion of it as a concept in MMOs in general and how XIV is an example of a game without it.
    Well, then, in that case: yes, I kind of miss it. I find it enjoyable when it's balanced well (meaning you have to pay attention to it, but you can make one or two recoveries if someone screws up or RNG is being a d-bag). It makes me feel a lot more connected to my party, and to the class I'm playing, and to the situation at hand.

    It would be absolutely terrible in FFXIV as it is, though. There are too many twitchy, instant points of failure, and things are too scripted, to throw significant resource management on top of that and make it enjoyable.
    (0)
    10 posts per page is only the default setting; it is bad, and you should feel bad if you haven't changed it.
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  5. #5
    Player
    Aegis's Avatar
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    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70
    Quote Originally Posted by Bixby View Post
    Well, then, in that case: yes, I kind of miss it. I find it enjoyable when it's balanced well (meaning you have to pay attention to it, but you can make one or two recoveries if someone screws up or RNG is being a d-bag). It makes me feel a lot more connected to my party, and to the class I'm playing, and to the situation at hand.

    It would be absolutely terrible in FFXIV as it is, though. There are too many twitchy, instant points of failure, and things are too scripted, to throw significant resource management on top of that and make it enjoyable.
    Agreed. I just feel without it, the game is a little... arcadey. Dodge this, dodge that, keep up DPS etc. It feels like playing Battletoads again.
    (2)

  6. #6
    Player
    Codek's Avatar
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    Sep 2013
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    511
    Character
    Dalek Codex
    World
    Leviathan
    Main Class
    Astrologian Lv 60
    Resources management is a great utility to have but having it effect the overall characters ability to perform is just not fun.

    Good Resource Management: Aetherflow for Scholars (Giving them the ability to exceed their normal abilities to a limited extent)
    Bad Resource Management: TP limits, forcing players to have to 'wait' before doing something.

    I'm all for giving players options to outperform their normal capacity with the use of limited resources that can recharge. Just please don't create a system that inhibits a player entirely if they don't push buttons in the right order.
    (2)
    Always remember the Silver Rule:
    "Treat others as they treat you!" ...or something like that.

  7. #7
    Player
    Aegis's Avatar
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    Mar 2011
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    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70
    Quote Originally Posted by Codek View Post
    Resources management is a great utility to have but having it effect the overall characters ability to perform is just not fun.

    Good Resource Management: Aetherflow for Scholars (Giving them the ability to exceed their normal abilities to a limited extent)
    Bad Resource Management: TP limits, forcing players to have to 'wait' before doing something.

    I'm all for giving players options to outperform their normal capacity with the use of limited resources that can recharge. Just please don't create a system that inhibits a player entirely if they don't push buttons in the right order.
    Isn't that a perfect description of a rotation? Your DPS is inhibited if you aren't following the right rotation?

    With enmity being something that everyone needs to manage, you aren't limited by your available TP/MP so much as you are the adverse effect on your party by unleashing at the wrong time. It means paying attention to a fight beyond knowing what move is next. If the boss just unleashed a big hit on the tank, the tanks enmity will have decayed significantly, perhaps use a low-enmity debuff of some kind?

    It becomes not so much a case of knowing your best rotation. It becomes knowing when to use that rotation, and when not to.
    (1)
    Last edited by Aegis; 09-19-2014 at 12:45 AM.

  8. #8
    Player
    Codek's Avatar
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    Sep 2013
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    511
    Character
    Dalek Codex
    World
    Leviathan
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Aegis View Post
    Isn't that a perfect description of a rotation? Your DPS is inhibited if you aren't following the right rotation?
    The thing is that a dps rotation will exist to maximize damage with or without a resource management system. If the system exists, then the rotation will simply take that into account and alter the rotation.

    The added benefit is simply a change in the rotation (which is basically nothing) and the added option to burst with the sacrafice of not being able to do anything down the road. The downside is that doing the rotation wrong not only yields a lower output but also creates a situation where the player is told they can't do anything (which is just stupid).

    The combat system doesn't need an overall inhibitor on a rotation. Having designated abilities revolving around the resource can accomplish the same strategic value just the same and also make those abilities feel almost godlike when they can be utilized.
    (1)
    Last edited by Codek; 09-19-2014 at 12:55 AM.
    Always remember the Silver Rule:
    "Treat others as they treat you!" ...or something like that.

  9. #9
    Player
    Aegis's Avatar
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    Mar 2011
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    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70
    Quote Originally Posted by Codek View Post
    The thing is that a dps rotation will exist to maximize damage with or without a resource management system. If the system exists, then the rotation will simply take that into account and alter the rotation.

    The added benefit is simple a change in the rotation (which is basically nothing) and the added option to burst with the sacrafice of not being able to do anything down the road. The downside is that doing the rotation wrong not only yields a lower output but also creates a situation where the player is told they can't do anything (which is just stupid).

    The combat system doesn't need an overall inhibitor on a rotation. Having designated abilities revolving around the resource can accomplish the same strategic value just the same and also make those abilities feel almost godlike when they can be utilized.
    But if someone follows an optimal rotation and steals hate from the tank he would be lowering the party as a whole's DPS by causing healers and tanks to waste valuable resources on returning hate, additionally running the risk of an AOE from the turned mob hitting other party members.

    In this way, increasing your DPS has decreased the party's DPS.

    Quote Originally Posted by Lazearus View Post
    T8 and T9 are resource management fights for healers. It took me a while to get used to the tempo, and made me learn how to slave drive the shit out of the poor fairy.
    I will admit to having no experience of second coil. My static broke up after clearing T5 and before T6+ were released.
    (0)

  10. #10
    Player
    Codek's Avatar
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    Sep 2013
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    511
    Character
    Dalek Codex
    World
    Leviathan
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Aegis View Post
    But if someone follows an optimal rotation and steals hate from the tank he would be lowering the party as a whole's DPS by causing healers and tanks to waste valuable resources on returning hate, additionally running the risk of an AOE from the turned mob hitting other party members.

    In this way, increasing your DPS has decreased the party's DPS.



    I will admit to having no experience of second coil. My static broke up after clearing T5 and before T6+ were released.
    Threat management will be in regardless, but it can be spun around in a way where the player doesn't need to hold back their dps but instead manage another resource to control that threat.

    Example:
    Monk is given 5 resources every minute called "Numb" - reduced threat from the next ability to 0.

    Generally, they would want to utilize this with their heavy hit in a rotation. It would also be more beneficial to use it for all abilities in a string of attacks that line up with increased damage cooldowns going off.

    Either way, when to use those resources drastically depends on the situation at play making it a much more dynamic system. It's far more engaging then simply determining your threat output over time and holding back to manage it.
    (0)
    Last edited by Codek; 09-19-2014 at 01:09 AM.
    Always remember the Silver Rule:
    "Treat others as they treat you!" ...or something like that.

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