Ps3 limitations etc
Squenix also does not have the amount of programmers behind it that Blizzard has, nor the ever evolving experience of their one product.

Ps3 limitations etc
Squenix also does not have the amount of programmers behind it that Blizzard has, nor the ever evolving experience of their one product.

something that leads me to believe that that's false are mobs like Agrippa that can heal like crazy if people are dying to his counter. And making something increase in HP based on hate list seems like a simple feat; or to have difficulty of a FATE scale based on the number of people that level-sync for it or something.
It Shows. Although on the flip side, it doesn't take much to watch what other games are doing and say, "gee, thats neat! I wonder how we could implement that in our game?". I'm honestly not sure about Hunts...scaling is fine, as long as the base boss can survive an onslaught. biggest issue with hunts as I see them now are they're dying too fast.
This is Horribly needed for FATE's. I read that they plan on using Historical data to determine mob difficulty and I cringed. that's almost a step back from static health numbers....they should just leave well enough alone if they can't develop better. Most straightforward solution is scaling based on people in the FATE Region. it can already tell when you've entered the region, and your level, as it has the sync option. all they need to do is adjust respawn numbers based on this. say respawn is 3 mobs with one person, and when the respawn timer clicks over, it checks, and sees 3 people in the area that are "engaged" in the FATE (they are of appropriate level and/or synced), then the respawn number would be...say 5 instead of 3. something like that. if the next respawn timer kicks in, and those other 2 people are gone, it goes back to 3. That's very simple, it doesn't' require adjusting a mobs health, and it has a regular check timer.
The only other thing they would need to do is adjust win ratios pending the same mechanic. The more people in the FATE, the more mobs needed to achieve 100%. Again, this number can be checked each time the respawn timer kicks in. that way if people leave, that last person in the FATE won't have to grind through 500 mobs to finish...they can finish it just as if they were the only person in it from the start.
I would go so far as to say it isn't "almost as step back", but that it really is. It's a terrible solution and it really screws the people who play after peaks.
At some point they have to stop talking about what limitations they have and understand that such sub standard solutions aren't acceptable.
Sometimes I feel like developers (many games, not at all exclusive to this situation) construct their games in a vacuum without learning from
mistakes or successes of other games at all. I also feel it is quite arrogant to develop an expansion for an MMO without having a beta phase,
so many things that are considered problems could have been avoided.
So true. epitome of arrogance. It basically says, "We develop the best game, and were the best developer, so we don't need input. the players can just deal with what we make and shell over their 15$"
They fail to understand that its 60% of the game that is great and people like, the other 40% is so horribly designed that I'm in awe that the same development group can be so polar on good/bad mechanics in the same game. This is the first MMO that I've experienced this to such a degree. All MMO's have their idiosyncrasies and issues, few are as drastically polarized as this one. It's like getting one of the most amazingly developed and scientifically advanced cars in the world...and then realize it has no rear view mirrors (at all), and only one seat. and it's sold as a family car.
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