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  1. #21
    Player
    randysquirrel's Avatar
    Join Date
    Apr 2014
    Posts
    757
    Character
    Phoenix Silver
    World
    Odin
    Main Class
    Alchemist Lv 60
    New "expert" dungeons I'll go into blind, as they're never particularly difficult anyway, and can be a laugh going in with buds all for the first time.
    New coil turns though... not so much, typically last about 10 seconds before something wipes you all, so I'll always read a guide or watch a video. For me though, I learn quickest by doing both - I'll watch a video, then try my have (and wipe), then watch video again, then try again (and wipe again) and so on until I get there. Videos help but you still need to actually go in and try it for yourself
    (0)

  2. #22
    Player
    Espritduo's Avatar
    Join Date
    Oct 2013
    Posts
    975
    Character
    Esprit Libre
    World
    Mateus
    Main Class
    Dancer Lv 90
    I think a better way to go about single player training modes (which I think would be a great thing) would be to scrap the whole "alone, invincible" thing. Give the player NPC allies with some modicum of intelligence about what to do in the fight, give the player normal stats, and let them go wild. There is no mechanic in this game that an NPC couldn't be programmed to handle with at least some effectiveness, and giving the NPC's a larger HP pool to both allow for their AI shortcomings and allow the player to actually see what is happening for any length of time would be perfect for training. For particularly difficult or obtuse mechanics, the NPC's can even throw out hints like "you better not point that thing at me!" when you get shrieked in T7 or "pass me that rot!" when you get Allagan Rot in T2, etc. If you die repeatedly, the game starts giving out hints on some of the general fundamentals of the fight, like how dying repeatedly at the final boss in Dissidia prompts the game to give you some tips on the fight.

    These fights would be every bit as unforgiving as their multiplayer counterparts, but without the headache of finding players who are actually willing to help a new guy, dealing with players when you/they wipe, and the whole no-spoiler experience. You could go into them in any role, and the NPC's you're given and the advice they give would change accordingly. These modes can even count towards story completion for those who only care about that (it seems they're heading this way for low-level content anyways, from what the developers of said). I for one would absolutely sit down and master every aspect of a fight in every role in these training modes before I ever step foot into the fight with others if the game let me. Screwing over other people (friends or strangers) with my own inexperience has never been something I considered fun.
    (0)

  3. #23
    Player
    Lethallin's Avatar
    Join Date
    Aug 2013
    Posts
    256
    Character
    Lethallin Ari
    World
    Siren
    Main Class
    Warrior Lv 62
    Quote Originally Posted by Espritduo View Post
    snip
    Squeenix doesn't make the strategies for fights. They may have some ideas as to how players will figure out how to do something, but basically giving away their idea for how a fight should be done would be nothing but detrimental to the creativity of the bleeding edge of content pushers. Or they'd have to actually endorse a particular strategy, and even if a better strategy would be available, people wouldn't use it because that's not what the NPCs do.

    Not to mention the massive amount of time it would take to program AI NPCs for 4-8 characters for every instance for something that only a handful would take advantage of is ridiculous.
    (0)

  4. #24
    Player
    Espritduo's Avatar
    Join Date
    Oct 2013
    Posts
    975
    Character
    Esprit Libre
    World
    Mateus
    Main Class
    Dancer Lv 90
    I find it pretty hard to believe SE makes these fights and then goes "oh well we have no idea how this fight is supposed to be won, but we're sure someone will figure it out." They design the fights very carefully to be won using a specific strategy and gear levels that is usually flexible enough that different people tend to come up with different ways of getting things done, but the end result is still that the fundamental things to win the fight that need done...need done. What, you think they pull those required ilevels out their arse? They know, far better than most players do, what it takes to win the fights they create.

    And if only a handful would use this (which I also find pretty hard to believe)...incentivize it, like they do with everything else they put effort into that they want people to use. Achievements, vanity, whatever. Hell, make it mandatory to do the trial mode before you can even DF the group mode so anyone that is in a random group can be assumed to have some understanding of the fight. It's not hard and it would make endgame actually playable and enjoyable to a huge number of people that just plain stay away from "the hard stuff" because banging your face against a wall with other people and failing, and causing them to fail, ain't fun for most people.
    (0)

  5. #25
    Player
    Coldheart's Avatar
    Join Date
    Aug 2014
    Posts
    62
    Character
    Meiko Coldheart
    World
    Malboro
    Main Class
    Conjurer Lv 52
    Quote Originally Posted by MilesSaintboroguh View Post
    Technically, the guildhests are tutorials since they teach the players various mechanics they could face and the final one is a full party instance that teaches the tanks to split up and get all the mobs.
    I agree. I think that best solution is add more guildhests as tutorial for more dungeon/boss mechanincs. Guildhests help me a lot to understand some basic mechanics in a "real fight".
    (0)

  6. #26
    Player
    Tsolake's Avatar
    Join Date
    Apr 2014
    Location
    Rich American Soil
    Posts
    49
    Character
    The Bulwark
    World
    Adamantoise
    Main Class
    Marauder Lv 80
    I don't know about that...

    Part of what makes raiding fun is all the frustration. Well, maybe not fun, but it's a lot more rewarding. If EVERYONE goes into a duty knowing exactly their role and what to do, it kind of ruins the fun of the duty. It's a weird concept, but after playing multiple MMO's that start to spoonfeed the boss fights to you, they become so easy and lose all of their sentimental value. Again, sounds silly, but you learn to appreciate the duty because you've wanted to throw your controller at the TV hundreds of times.

    I agree with what a lot of people are saying above; I think they could expand a little more on the guildhest system, as those ARE designed to teach you certain mechanics. I do NOT think there should be single player duties that run you through a boss fight multiple times before you actually do it.

    It takes out all of the anxiety, which, again, really makes the duties more memorable.
    (0)
    Currently Playing - WAR/DRK/PLD, WHM, DRG, MIN

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