tl;dr Too much RNG in chocobo racing makes it extremely frustrating. Frustration is not good gameplay
I understand the importance of items in order to tip the balance, and allow weaker racers a chance to win, instead of the fastest and strongest winning race after race.
But as the racing level increases victory increasingly comes down to pure RNG - where a single action will render all the effort in the world useless.Common scenarios include:
- 2-3 meteors appear in a chest simultaneously, essentially eliminating every racer ahead of that chest.
- A particularly aggressive racer gets caltrops, and proceeds to rail his opponent.
- An already strong racer gets a hero potion. (I win button)
The main problem stems from some of the abilities being far too strong. If you get railed with caltrops you're basically out of the race in a single RNG action. Likewise, meteors are already crazy strong without dealing stamina damage; multiple meteors chained together - like caltrops, will destroy you, and are even more unavoidable.
I think those skills are salvagable mind you, but they need some tweaks:
Caltrops:
These are foremost an area-denial tool, if you have caltrops up it's very hard for opponents to try grab chests or plates you are shielding with it; in this regard it's perfect, reducing the damage dealt would make it less effective in this role and I don't think we want that. The Problem with caltrops, stems form the fact you can chase after people with it and deal massive damage by railing them (approaching 30-40%) and use it offensively, and the only counter-skill to it, is almost pure RNG (finding a tablet to weather it, or shoes to sprint out of it)
Possible suggestions (Either/or, not all at once):
- Have caltrops "fall off" if the user changes lane, making it an area denial tool, not a weapon.
- Lock the user into their current lane, achieving same effect as above suggestion, if it's not mechanically possible.
- Totally change the mechanism to one that can be avoided (ie leaving a briar "land mine" behind the user)
Meteor:
Yeah I get it, this is the blue shell, it allows riders at the back to hurt everyone else up the list and take lead. But even the blue shell is avoidable, meteors are not. The real problem with the meteor IMo is that it deals stamina damage. By being nigh unvoidable, and dealing stamina damage, it becomes possible for multiple meteor hits to deal fatal damage, and, there's nothign more frustrating than being taken out the race by an ability you had no means of avoiding.
Suggestions (Either/or, not all at once):
- Remove stamina damage from meteors. Lamed already serves the role admirably of letting people catch up.
- Give riders a way to avoid the attack, like you can blue shells.
- Keep the damage, but limit meteors to 1 drop per race, so you don't get a chain of 3 that murders the racers.
In summary, items are a critical part of games of this genre, but skills that can destroy a player's chances of winning in a single action and can only be avoided through RNG are a source of immense frustration, not fun. Within the Balmung racing linkshell, it's pretty much a universal opinion that meteor and caltrops need to be reworked, I'm curious if other servers feel the same way.
EDIT: Further thoughts
After a little thought and discussion, it seems there should be equitable pull and push between the skills. If a buff allows a racer to gain 3 seconds on the other racers, then the counterpart debuff should cause them to lose 3 seconds on the group. If an attack skill wipes 15% off your stamina bar, then a healing potion should restore 15%. In this way buff/debuffs, provide pull and push, rather than outright wiping out a racer or rendering them uncatchable.
EDIT EDIT: And of course let's not forget our dear fair weather chocobos, this needs a fix ASAP


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