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  1. #11
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90
    There is already luck in some fights where the boss flips a coin to decide what to do, and one of the options is usually easier. Did that have such an impact on world firsts? I think not. All the top raiders are about equal I would say, they should be able to deal with both easy and hard outcomes of the coin flip.

    Flip the coin enough times, and there's no luck involved. Good parties will know how to react to any outcome, even if all the outcomes don't appear in the fight.



    I did post this back then, not much interest though. Basic idea is that you put all the boss moves into a lottery and draw them without replacement so you still have to know how to react to everything (and that how bit is usually easy like moving away) but you can't memorize the order that they come in.
    http://forum.square-enix.com/ffxiv/f...threads/219760
    (0)

  2. #12
    Player
    Chihaya's Avatar
    Join Date
    Apr 2011
    Location
    Moving Cardboard Box
    Posts
    1,027
    Character
    Syanonn Rias
    World
    Balmung
    Main Class
    Paladin Lv 80
    I don't understand... there's a lot of people that can't even handle the mechanics while it's scripted in order ei: primal ex, t5, t9

    Then you take the same mechanics... and randomize it, that probably make it even harder for them.

    Quote Originally Posted by Alex_Lenderson View Post
    there should also be a flip side such as bosses having a bit less HP or a a few tenths of a second more to dodge abilities.
    It's called a nerf, which happens to a lot of of old content already.
    (3)

  3. #13
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90
    Quote Originally Posted by MilesSaintboroguh View Post
    You can't prepare for attacks that have no charge time.
    All boss attacks in the game that have any real impact on the fight have charge time, or a cooldown.

    For cooldown abilities, they can be made random by not making the boss use it immediately as it comes off cooldown. You would think this would make the fight easier but it doesn't - having the AI play perfectly is easier to deal with since it's so predictable.
    (0)

  4. #14
    Player
    Alex_Lenderson's Avatar
    Join Date
    Aug 2014
    Posts
    272
    Character
    Alex Lenderson
    World
    Zalera
    Main Class
    Conjurer Lv 62
    Flip coin is a binary chance. How about 6 abilities and randomized which one happens first? Again I'm not suggesting we do the hardest stuff first as a test but some of the mid-tier activities to collect some data. Personally I think it would make things a lot more interesting.
    (0)

  5. #15
    Player
    Alex_Lenderson's Avatar
    Join Date
    Aug 2014
    Posts
    272
    Character
    Alex Lenderson
    World
    Zalera
    Main Class
    Conjurer Lv 62
    Quote Originally Posted by Chihaya View Post

    It's called a nerf, which happens to a lot of of old content already.
    I'm sure the design team has the % chance of success data. The idea behind adding randomness isn't to decrease the % chance of success but to make it more interesting that is why there would be counter tweaks.
    (0)

  6. #16
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Chihaya View Post
    I don't understand... there's a lot of people that can't even handle the mechanics while it's scripted in order ei: primal ex, t5, t9

    Then you take the same mechanics... and randomize it, that probably make it even harder for them.
    I think that for those people, it still seems random to them. There's a lot to remember and you can't expect them to, so they are probably using reaction. If that's so, then it wouldnt make much difference to randomize it.

    For the people who have memorized it whether they wanted to or not by doing the fights too much, it just gets boring.
    (0)

  7. #17
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    You still can't give bosses too much randomness, there needs to be a level of scripting. You don't want to have your damage buffs go to waste because RNG said so, causing you to potentially hit the enrage as well, this is bad RNG. Make hard hitting raid-AoE random and you can no longer reliably use Blood for Blood at any point in the fight.

    T10 is a good example of a fight where randomness is done well and is a good base from where to improve.
    (6)

  8. #18
    Player
    Kinkoz's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    122
    Character
    Kinkoz Sagan
    World
    Mateus
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Riepah View Post
    It's currently more important to know a fight by heart than to actually be a good player, and it certainly shouldn't be that way.
    You do realize there's a difference between knowing the mechanics of a fight and being able to deal with them, right?

    Or are you saying that "gitting gud" is no longer a thing and that you have to already be good at something from the start to determine your individual skill as a player?
    (1)

  9. #19
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Practice makes perfect as they say.
    (5)

  10. #20
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Well, less memorizing would make fights easier to get into.

    That said, fights right now are already kind of bland "flavor"-wise. You go in, die repeatedly until you figure out the mechanics, then you pretty much play DDR with dragons.

    There is no scouting the location, research to identify enemy weakness (before battle) nor preparing equipment for battle. The world feels "emptier" as a result.
    (7)

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