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  1. #1
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by QiLymePye View Post
    Do you know how SE can improve difficulty of this game? Make boss AI better, put the damn RNG they have in this game to good use and stick it on Boss and mob attack patterns. That would increase difficulty.
    Losses due to not knowing mechanics are annoying, but acceptable.
    Losses due to RNG are infuriating.
    There are already bosses that have RNG in their attack patterns. Such as t10's final phase. Or Savage t8.
    The problem is you need to balance RNG usage with actual skill. If you use RNG for boss mechanics, there will end up being victories due to luck, not actual skill. Employing patterns means that the victories are legitimate. Thus, the RNG is never used more than between a set of mechanics tested to actually be doable. For example, target selection for t10's prey, Scylla's tethers, most of t9's mechanics, etc.
    (1)

  2. #2
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by kyuven View Post
    Losses due to not knowing mechanics are annoying, but acceptable.
    Losses due to RNG are infuriating.
    There are already bosses that have RNG in their attack patterns. Such as t10's final phase. Or Savage t8.
    The problem is you need to balance RNG usage with actual skill. If you use RNG for boss mechanics, there will end up being victories due to luck, not actual skill. Employing patterns means that the victories are legitimate. Thus, the RNG is never used more than between a set of mechanics tested to actually be doable. For example, target selection for t10's prey, Scylla's tethers, most of t9's mechanics, etc.
    Losses due to RNG may be frustrating, but the easy accessibility of instances in this game make it a pretty small issue. If a boss uses an OMGWTFBBQ devastating and resource-taxing move six times due to RNG when it generally only uses it twice on average, yeah, it's not fair - but you can be pretty confident that you can go right back in and the next time the fight will likely be more managable.

    Eliminating RNG altogether, though... I've heard Titan Ex described as "Battletoads the MMO", and it is SO true. A scripted attack pattern that never changes or varies (with the minor exception that Landslides and Weights may target different individuals each time), very tight timing in order to avoid mechanics or die... Definitely reminiscent of that old Nintendo game. I'm not sure I'm comfortable equating the ability to memorize attack patterns with "legitimacy".

    In my mind, the best kind of RNG is stuff where you never know what's coming, but can learn the proper way to respond to it when it happens. OMGWTFBBQ moves should not be PURE RNG, in that they can appear multiple times in a row, or unusually frequently or infrequently, but setting them up so you can't predict exactly when the boss is going to lay them down is fine.

    Quote Originally Posted by Inuk9 View Post
    I agree. I wanna see a spec system where one class/job can be more than one role in the game.

    Who dind't want to dps as warrior or as a dark knight?
    Oh, my God, can you imagine the Duty Finder queues if this was possible?
    Number of Warriors queued in Duty Finder: 96
    Number of Warriors queued in Duty Finder as DPS: 92
    Number of Warriors queued in Duty Finder as Tanks: 4
    Wheeeeee!
    (2)
    Last edited by LineageRazor; 02-13-2015 at 01:19 AM.

  3. #3
    Player

    Join Date
    Dec 2012
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    1,132
    Quote Originally Posted by QiLymePye View Post
    Do you know how SE can improve difficulty of this game? Make boss AI better, put the damn RNG they have in this game to good use and stick it on Boss and mob attack patterns. That would increase difficulty.
    Unless by difficulty you really mean being at the mercy of rng, no, it wouldn't increase difficulty.
    (0)

  4. #4
    Player
    QiLymePye's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    312
    Character
    Bloody Knuckles
    World
    Lamia
    Main Class
    Archer Lv 50
    No. not complete RNG for every attack, but add more than one attack pattern. Like make it so when you are instanced, the bosses have three different attack patterns that proc at start of duty, so every time you start duty your bosses get one of maybe three different attack patterns assigned during the duty. thats what i mean. add something just to make it random, not more difficult in skill but make it so less chance of getting bored doing the same fight the same way every time.
    (0)

  5. #5
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by QiLymePye View Post
    No. not complete RNG for every attack, but add more than one attack pattern.
    Like I said, many bosses already do this, but they go a step forward and have the "randomness" on every pull rather than every instance. They just don't have MANY attack patterns, and most of them are reserved for EX primals and Coil.
    And again, they TRIED having full RNG attack patterns, but even their testers had too much difficulty with them, so they yanked them from the "core" and made it into Savage Coil.
    What you want is a fight to be completely different each time you zone in...which creates a problem: "Save scumming."
    If one pattern is preferred over another, a team will exit and re-enter until they get the one that's easiest to deal with. Especially if they're as drastically different as you're implying you want them to be.
    In the end, you'd just see forum posts complaining about how X version is impossible, Y version is too easy, and no one wants to do Z version because it's not Y version. If it's in the DF, people will complain about people bailing when Z pattern shows up and calling them pansies for not wanting "a challenge."
    (0)

  6. #6
    Player
    aisustrong's Avatar
    Join Date
    Dec 2014
    Location
    limsa
    Posts
    407
    Character
    Aisu Strong
    World
    Ultros
    Main Class
    Marauder Lv 60
    learn to man mode warrior
    or stance dance manual micromanage scholar
    (0)

  7. #7
    Player
    Mutemutt's Avatar
    Join Date
    Oct 2013
    Posts
    339
    Character
    Mumuki Muki
    World
    Leviathan
    Main Class
    Goldsmith Lv 60
    Well, yes, it's a bit like juggling (skill rotations) and dancing (handling mechanics) at the same time, though I don't that's necessarily a bad thing. I think it's a bit strange that you would try and think of them as separate.

    To make my own comparison; if you think about it, fighting games are similar in a way. The combos are essentially skill rotations: memorized and executed without really putting much thought into it. Of course, the dancing is very different between the two genres. Still I don't think you could really break fighting games down to doing combos on the training dummy and then playing rock-paper-scissors with the live opponent without losing something in the process.

    I suppose this is all just to say that the combat is more than just the sum of its parts.
    (1)

  8. #8
    Player
    Sessurea's Avatar
    Join Date
    Feb 2014
    Posts
    1,242
    Character
    Lanfear Sessurea
    World
    Odin
    Main Class
    Bard Lv 60
    I'd say it's nin>bard>drg now. Dragoon is very very easy to play now. Mudra lag for Europeans makes it particularly hard to play nin too.

    And I'd probably say BLM is hardest of all to pull peak dps on in movement heavy fights. My blm friend doing 510+ with 125 relic in t11 is insane...
    (1)
    Last edited by Sessurea; 02-13-2015 at 01:24 AM.

  9. #9
    Player
    Hammerfist's Avatar
    Join Date
    Aug 2013
    Posts
    98
    Character
    Leander Hammerfist
    World
    Ragnarok
    Main Class
    Marauder Lv 60
    More than during combat, I'd rather see more complexity outside of it through some job and skill customization and a deeper stat management.
    (3)

  10. #10
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Hammerfist View Post
    More than during combat, I'd rather see more complexity outside of it through some job and skill customization and a deeper stat management.
    I agree. I wanna see a spec system where one class/job can be more than one role in the game.

    Who dind't want to dps as warrior or as a dark knight?
    (0)

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