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  1. #1
    Player
    MisterLucie's Avatar
    Join Date
    Jun 2015
    Posts
    521
    Character
    Yorin Liefhart
    World
    Balmung
    Main Class
    Conjurer Lv 100
    I'd like to hear an example of a mechanic that you think would be intuitive and challenging, then. The only example you've given so far has been Bismarck, which is an incredibly easy encounter as a whole and is entirely choreographed with a few slightly randomized mechanics. Nothing about it is new or intuitive or challenging, it simply requires people to perform acceptable dps and not stand in circles on the ground.

    What exactly makes that fight a good model? It's everything you seem to be against. Can you give me an idea of what you're looking for?

    And perhaps without the shitty sarcastic tone while we're trying to have a discussion?
    (2)

  2. #2
    Player
    Outfoxed's Avatar
    Join Date
    Apr 2015
    Posts
    55
    Character
    Cydney Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 60
    Quote Originally Posted by MisterLucie View Post
    What exactly makes that fight a good model? It's everything you seem to be against.
    Sorry for the shitty sarcastic tone. Usually toss it out when people are saying things like "get good". If you actually want a discussion I'll be glad to do it.

    First off, you'd have to separate the concepts of difficulty from design. Bismark Ex was an easy primal for sure, but that doesn't make bismarck an unintuitive primal. He was pretty straightforward and didn't require the player to do really weird things like feeding golems meteors. We can take Mario for example. Mario had pretty straightforward mechanics. Don't get hit by goombas and don't fall into holes. It's simple right? Yet Mario also has a level 1 and a level 6 or 7 or whatever. The difficulty in it wasn't from there being a bunch of new things every level. The difficulty from Mario really just came because things moved faster and the margin for error was smaller. All of a sudden the jumps were harder to make or the timings on it were a bit tougher. Anyone can figure out that fire = pain.

    Right now, I find that dodging AoEs and keeping up DPS is a pretty good way to be difficult while also not being convoluted. It's not exactly hard to dodge an AoE. And it's not really too hard to DPS. But it's harder to do both at the same time. The game throws the difficulty at you but it's not difficulty from a game knowledge point of view.... It's difficult because you have to do two things at once.

    So while I enjoy taking down difficult content... I don't enjoy putting in countless hours memorizing the completely unintuitive. I enjoyed fights like T11 where it wasn't super mechanically complex but you had to learn how to execute. First there was nerve gas... Simple enough. Then came missiles which also wasn't too bad though I wish stack/split was a bit more obvious. And then you had tethers. It was 3 mechanics for the entire fight. But the difficulty of dealing with tethers and missiles at the same time was a bit harder than each of them by themselves. And if Square had wanted to make it harder they could have shot more missiles and closer together. So all of a sudden you and the person you're tethered to have to dodge 5 or 6 missiles in a row all while maintaining your tether. Or they could have shot a constant stream of missiles and nerve clouds.

    I mean sure, people might clear content faster.... But if the lifetime of your content relies on being obscure and unintuitive it's not really good content.... See T5 twisters aka "how the fuck did I randomly die".

    Other examples of difficulty while being intuitive is positioning in LoL/Dota, skillshot accuracy, cooldown management.

    Or what about mobility/positioning. Most bosses in XIV kinda just stay in one place which is kind of stupid. If bosses were constantly moving, ranged players would have to constantly be kiting and updating their position. If bosses were constantly moving around and then Square lowered the CD of mobility skills to like 15 to 20 seconds perhaps this game would be a bit better. I'm thinking about this in a LoL/Dota sort of way btw where you want to be constantly updating your position to the most favourable. Of course Square would need to lower their positional update from 0.5 seconds but then again... They should be doing that anyways.

    See the thing that I found weird about FFXIV is that it's probably the only game I can think of where there was a mountain of mechanical knowledge required to clear it. Most games use the same mechanics but make it faster or give less room for error. When you got to level 2 of Mario, Bowser didn't suddenly pull out a pong paddle and force you to play a completely different game did he? He just made you have to dodge better and be more precise with your jumps. So how come Nael Deus Darnus decides that after playing Asteroid with you, he wants to play DDR? Almost every single game I've ever played has relied on teaching the player what to do and then cranking the difficulty up once the player got the hang of it. It was never play one game then throw everything out the window in phase 2.
    (1)
    Last edited by Outfoxed; 07-08-2015 at 09:50 AM.

  3. #3
    Player
    QiLymePye's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    312
    Character
    Bloody Knuckles
    World
    Lamia
    Main Class
    Archer Lv 50
    I kinda agree with OP. I feel like by accepting these type of mechanics, we are selling ourselves short. I like to think that almost everybody that plays this game could beat lots of endgame content without watching videos. I believe you all could. I think its because we live in this society that wants instant gratification and don't want to apply ourselves. Im 36 years old. Ive played games like Ninja Gaiden and mega man, etc. that relied on memory, but it was your own memory of what you saw during your time playing, not studying someone else's play. Thats what made games fun and challenging. Like the other person said, if I told you what my moves are and told you when they were coming, how is that more challenging than just knowing what they are? If there weren't videos online, how many can say they can pass those bosses? I think most of you can, just you don't want to take the time to figure it out, you want someone else to do the thinking for you. Stop selling yourselves short. You are smarter than that. You are capable.

    Look at it like this, football players watch video film on other teams to learn what they run and what it looks like. Watching a vid of a fight in this game is akin to watching a football game a week before it happens, then going back in time to play in said game knowing exactly when and where play is going. Thats not "gettin gud" or "learning mechanics", thats called cheating. And the person giving away said info would be called names just as bad...think about it. Would what you do in this game to win was done anywhere else, would you be praised? Or condemned?
    (1)
    Last edited by QiLymePye; 07-11-2015 at 08:36 PM.

  4. #4
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,260
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    The problem about this is that you can't have reflex based fights when the game itself has a natural delay of like half second... this is why they make very scripted fights where the key to succeeding is knowing what's coming to you beforehand.

    People already die like no tomorrow to things like landslide and plumes in a fixed Titan rotation...and blame "lag" for it. Imagine those 2 attacks in a complete random rotation. The outrage lol.
    (0)

  5. #5
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Gallus View Post
    People already die like no tomorrow to things like landslide and plumes in a fixed Titan rotation...and blame "lag" for it. Imagine those 2 attacks in a complete random rotation. The outrage lol.
    For the record that titan hitbox on landslide is BS, there are plenty of times where I was out of it on my screen and the server disagreed. It's even better when he landslides in one direction, I'm out of it on my screen, and get hit in the opposite direction anyway. As far as I'm concerned, the damage on the telegraphs shouldn't be calculated until the actual animation goes off, as is, if you're in the telegraph when the cast finishes, you get hit once it goes off. Instead, you shouldn't take damage unless you're standing where it is when the attack actually goes off.
    (0)

  6. #6
    Player
    Luvbunny's Avatar
    Join Date
    Jun 2012
    Posts
    691
    Character
    Coralie Moonseeker
    World
    Belias
    Main Class
    Arcanist Lv 60
    Dear OP, I don't know how to say this in the nicest way possible.... FF14 is EASY EASY EASY game with maybe only 10% of the content is reserved for "hardcore" gamer. There are countless videos (3 minutes long for each guide) to show you the bosses mechanic - and a short description on Wiki FF14 on what you should be doing. ALL of the level 15-50 dungeons teaches you the basic mechanic, you also have guildhest. The high levels 50 dungeons are also fairly straightforward and many players can give you quick tips on what to do on each bosses. Level 51-59 dungeons are rather easy to figure out as well. Bottom line, as harsh as this sound, just get better and use party finder to practice. Otherwise you can just do crafting, or if this is too hard, maybe this game is not for you.
    (3)

  7. #7
    Player
    Outfoxed's Avatar
    Join Date
    Apr 2015
    Posts
    55
    Character
    Cydney Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Luvbunny View Post
    Dear OP, I don't know how to say this in the nicest way possible.... FF14 is EASY EASY EASY game with maybe only 10% of the content is reserved for "hardcore" gamer. There are countless videos (3 minutes long for each guide) to show you the bosses mechanic - and a short description on Wiki FF14 on what you should be doing. ALL of the level 15-50 dungeons teaches you the basic mechanic, you also have guildhest. The high levels 50 dungeons are also fairly straightforward and many players can give you quick tips on what to do on each bosses. Level 51-59 dungeons are rather easy to figure out as well. Bottom line, as harsh as this sound, just get better and use party finder to practice. Otherwise you can just do crafting, or if this is too hard, maybe this game is not for you.
    So you call this game easy yet you are consulting a guide? You call this game easy yet you're almost forced to know every single action and mechanic a boss does? I find that rather ironic don't you? How many games do you have to consult guides for to even have a chance of clearing content in a few hours?

    I don't know how to tell you this but you have absolutely no clue what you're talking about. If you have to consult a guide to even know what a boss is doing, that boss by definition is unintuitive or extremely difficult.

    You dont need skill to fight most bosses in this game. You just need to know how to memorize things. So that would make boss fights in this game unintuitive

    But seriously, I'm tired of people who cant even spark together a couple brain cells and realize that difficulty and knowledge requirements are completely different things. You would think people would realize this but apparently not..... For example, any idiot can play soccer. Put ball inside net, don't use hands. But yet how come the number of people who are professional soccer players are so few? Because difficulty does not always equal mechanical overload. Content can be hard without requiring you to read a book.

    Let me know when you actually put some thought to your argument.

    Oh yeah and fyi, if you can dodge a mechanic before it even comes out, that's not called skill. That's called memorization.

    In short, get good and learn to play without having the crutch of knowing everything the boss will do 5 seconds before he does it
    (2)
    Last edited by Outfoxed; 07-08-2015 at 10:03 AM.

  8. #8
    Player
    Luvbunny's Avatar
    Join Date
    Jun 2012
    Posts
    691
    Character
    Coralie Moonseeker
    World
    Belias
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Outfoxed View Post
    Snip
    This game is too hard for you? Don't play it, go play other games that are more suitable to your skill levels. All games is all about memorization. It is called games....
    (0)

  9. #9
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Raiden
    Main Class
    Paladin Lv 60
    Mechanics *aren't* unintuitive though.

    Folks just aren't paying attention to the fight.
    (0)

  10. #10
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    I am kind of liking the new content because it seems to go more towards what the OP is saying. When it gets harder, I hope they introduce it to be more random.

    That model has been beaten to death, I think its time for a new one. For example of "good fight mechanics" and how they should be, I would look at more stuff like this.

    https://www.youtube.com/watch?v=NnhqYtHDSzM

    Every attack should have animations to it. You should be watching the bosses, and they should not be restricted to places you should be able to fight them.

    With all the "sound cues" the bosses are doing this expansion, that greatly GREATLY helps. =D
    (1)
    Last edited by Nektulos-Tuor; 07-08-2015 at 08:15 AM.

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