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  1. #51
    Player
    QiLymePye's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    312
    Character
    Bloody Knuckles
    World
    Lamia
    Main Class
    Archer Lv 50
    Quote Originally Posted by kyuven View Post
    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."
    I think you are misunderstanding what i mean. Yes, the bosses will have at least two but should have three different versions that proc when you start the dungeon. its RNG only for which Boss attack pattern Procs when duty commences. So players won't know until they fight bosses. So yes, they can quit if they want. I'm not saying full RNG, just have it were when you join a duty, depending on which version of the boss you get, their order of attacks are just gonna be different.

    I started playing rpgs when I was younger because of 4 reasons: Story, Depth, Variety and Gameplay. And right now, this game is lacking in these aspects.

    Story is best part of this game, its getting there, but its entertaining.

    Depth is not great. Yes people are going to say "theres tons of stuff to do in this game, what do you mean no depth?" Well, to me, depth isn't just "Let's add a bunch of stuff to game to keep people busy that really isn't relevant and doesn't take any brainpower, just endurance". Alot of the things in this game is just "Wash, rinse, repeat". And I mean most of this game. Fight same fights in same location in the same exact way dodging the same exact attacks at the same exact time in the same exact place using same exact rotation...blah blah blah, which takes me to variety.

    Variety is missing in this game as well. You either raid/hardcore/elitist or are new/casual. There is nothing in-between. I can't put as much time in as others who are hardcore, but that doesn't mean I don't want a challenge or that i don't want to push myself far in this game. But Its very hard to do end game stuff when your you can't participate like the other raiders, but the previous content is too boring or easy. What about the people in the middle, who I think make up the majority of the community? There is no mid-tier in this game. That's a huge problem.

    And Gamplay suffers because of the simplistic nature in which they built this game. For example, worrying that people are gonna quit because fight is too hard? Thats absurd. This day and age it seems like players want their games dumbed down because they want stuff handed to them. Everyone wants to feel like they can win whenever they want. Developers are having to make games that allow people to feel like they accomplished something instead of making people earn the accomplishment. Games were difficult when I was younger not just because they were difficult and hard, but because they forced you to think and approach things and solutions from different angles, trial and error and comprehension. Battles in this game fail at this because this game is just a memorization game that utilizes very little skill and critical thinking. Its either do rotation to fullest, or lose because of not meeting dps checks. SE needs to make the encounters and fights more meaningful, more complex. Its rather boring and requires no thought, just repetition and memorization... The difficulty in this game is trying to find people to party up with, trying to fight with someone who hasn't "memorized" fight, in waiting for fates to pop, in enduring long hours doing the same thing over and over again for little benefit. The difficulty in this game is not in personal skill, but in enduring the above. That's not good for a game. That doesn't show skill.

    Sorry for rant. just was bothering me. lol
    (3)

  2. #52
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 100
    Related thread: Boss attack randomization
    http://forum.square-enix.com/ffxiv/t...-rotation-idea




    There's the argument of difficulty with balancing, but with the current game it feels like to me that NIN Drg Mnk are all quite similar... They weren't very difficult to balance because mostly nothing new was added. All they had to do is modify the potencies and Tp costs. But they all feel the same to me after the novelty wears off, and they feel like a wasted effort.

    The only difference in their off gcd abilities. A job with much more off Gcd abilities would feel different.

    SCH feels different from whm, they have different playstyles yet they are both balanced as healers. Because they each have unique skills the other don't have, including gcd skills. Compared to the other classes where most of them have a 1-2-3 hit combo and a 4-5-6 hit combo...it's the same main dish with different sides which just isn't enough.
    (1)

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