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  1. #11
    Player
    Evira's Avatar
    Join Date
    Dec 2011
    Posts
    39
    Character
    Eviro Juro
    World
    Hyperion
    Main Class
    Conjurer Lv 60
    if they added a difficulty slider to each dungeon/raid like they do on levequest it would let everyone decide how difficult content is. Higher the difficulty the higher the reward.
    (0)

  2. #12
    Player
    Firepower's Avatar
    Join Date
    Feb 2013
    Posts
    304
    Character
    Firepower Shinryu
    World
    Leviathan
    Main Class
    Dark Knight Lv 60
    I remember difficulty, where even though it drops the best items in the game it is completely ignored because nobody can kill it. When Absolute Virtue was first introduced it went years and years undefeated by conventional means (people glitched it and pulled it to tether lines where it stopped attacking which was fixed pretty quickly) Even so long that the playerbase was crying out to square enix to release some sort of information on how the heck to beat it, in which square then released a video of the dev team beating it, which still offered little to no information.

    When a boss has insane regen, can instacast a bunch of teir 5 spells or cast meteor uninterrupted or even worse when almost dead just benediction himself, that was the point of stupid difficulty. Nobody enjoyed that.
    (2)

  3. #13
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Firepower View Post
    Absolute Virtue
    Absolute Virtue fascinates me because I don't believe his 'solution' ever changed throughout the entire time he existed, but it still took people years to realise that a boss actually reacted to their actions and had what were basically unique mechanics (For the unfamiliar: Absolute Virtue had access to every "Two hour ability" in the game, to use at will - these being player character super abilities. However, if you used a matching 2HA right after he did, he lost the ability to do it again). It seems, in retrospect, so astoundingly obvious - especially in the modern era of MMORPGs. Of course, even knowing that back then, he would have remained hell for the other nonsense like instacast top tier magic.

    But yes. XI's had a few bosses over the course of its life that were examples of difficulty that didn't make for a good player experience, usually through obscene stat allocations.
    (0)

  4. #14
    Player
    Delorean's Avatar
    Join Date
    Sep 2013
    Posts
    714
    Character
    Altani Dotharl
    World
    Diabolos
    Main Class
    Marauder Lv 60
    we need moar chainsaws to juggle on slippery ice with our laser jump rope pls
    (1)

  5. #15
    Player
    Mazerat's Avatar
    Join Date
    Jan 2014
    Posts
    32
    Character
    Dianora Dawnshadow
    World
    Leviathan
    Main Class
    Arcanist Lv 60
    I don't think so. FWiW my static's two clears on t10 have been post soft-enrage and on the second the entire party was dead (lightning finished off our last player right after the boss died) so I think it's perfectly balanced for people in i110 gear. I'm not a fan of the crafted quint-meldable gear as it trivializes gear-checks but I'm not sure "farm t10 and cap poetics for a couple weeks before you can clear t11, then farm t11 for weapons for a few weeks, etc." is desirable game design.
    You can't realistically make a doable mechanic that pouring raid hours into would defeat. So what else is there? I mean, you could have some completely indecipherable mechanic that players have to guess at but that sounds terrible.
    Overall there's a lot to learn in SCoB and FCoB with enough instant-death mechanics that it's going to be difficult for players to brute-force them--FCoB even buffs the bosses every time someone dies and every boss requires two tanks. So I think design is fine.
    (0)

  6. #16
    Player
    KarstenS's Avatar
    Join Date
    Aug 2013
    Posts
    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Yosida statet it in a Liveletter.

    They have a big collection of data, that give them an overview, how skilled the playerbase is.

    They have set a percentrange of the amount of players that shall be able to beat the content in a specified period of time.

    Based on these two points they audjust the difficulty.
    (0)
    Last edited by KarstenS; 11-13-2014 at 05:17 PM.

    Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100

  7. #17
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Danbo05 View Post
    Contrary to belief that final coil was ezpz, I believe it's more so that the hardcore playerbase has just gotten that good. And with savage final coil coming out, they're likely just going to get much better. So is it even possible to make the next raid in 3.0 even more difficult? Without throwing in broken mechanics like prenerfed twisters?
    As I posted in another thread, If the same designers keep creating the mechanics for the raids then yes, they will become easier. As with TV shows, after a while they introduce new writers/directors/whatever to add new ideas. Same can apply to raids. Everyone has a certain level of imagination and a certain way of thinking. Thus the process of originiality will eventually become drained. Hence the introduction of fresh minds.
    (0)

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