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  1. #21
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Mikedizzy View Post
    Artificial difficulty to me is locking content behind gear, even if you have the skill to be it...that is crap.
    This. Player skill should ALWAYS come before gear. Gear should make a difference..but not to the point where its more important then the skill...
    (1)

  2. #22
    Player
    ShaneDawn's Avatar
    Join Date
    Jan 2015
    Location
    New Gridania
    Posts
    480
    Character
    Shannon Dawn
    World
    Moogle
    Main Class
    Bard Lv 90
    Quote Originally Posted by Deathgiver View Post
    :
    • DPS checks aka performing perfect rotations
    This is just the icing on the cake. You have to remember, that on any of the current Savage content you habe to pull both the dps and mechanics (near) perfect, or at least adequately. The DPS check is there to see if you can perform under the pressure, or if you're the type that can only dance around the mechanics. It also prevents a carry of players that always lie dead, and rolling the content over with extra healers.

    This game could use more fights with reactive gameplay. I liked T10 a lot in regards of how it originally played out. I hear too many people arguing that there's no hard content when everything's a game of memorization, but I never see them doing any of the current hardest raids, at least before they'e nerfed.
    (2)

  3. #23
    Player
    hagare's Avatar
    Join Date
    Oct 2014
    Posts
    2,042
    Character
    Cesan Duff
    World
    Tonberry
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Mikedizzy View Post
    Artificial difficulty to me is locking content behind gear, even if you have the skill to be it...that is crap.
    yea! Why can't I beat T13 naked!
    (5)

  4. #24
    Player
    Higashikata's Avatar
    Join Date
    Aug 2014
    Posts
    200
    Character
    V'priva Chxlyka
    World
    Balmung
    Main Class
    Archer Lv 85
    DPS checks aka performing perfect rotations
    1) learning a half decent rotation so you can do more than 700 dps in i180 isn't hard at all.

    RNG
    2) RNG is a staple part of any MMO or RPG for that matter.

    Twitch Mechanics
    3) Ok, so you don't like twitch mechanics, you must be the kinda guy who likes to memori-

    Scripted mechanics aka memorization
    4) So you don't like doing and you don't like learning fights?

    Team jump rope aka finding 8 people who know the fight
    5) Oh my stars!!!! I have to play with people in a freaking MMO?!?!?! what was SE on when they decided to put multi-player content in an MMO?

    Content gates or lockouts
    6) These aren't even hard.

    Sounds like OP got called a baddie and went to the forums to list off things he doesn't like for some reason.
    (1)

  5. #25
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,466
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    The only thing I'd really consider artificially difficult would be the overworld mobs in the Heavensward areas.
    (1)
    With this character's death, the thread of prophecy remains intact.

  6. #26
    Player
    Zephyranthes's Avatar
    Join Date
    Dec 2013
    Posts
    301
    Character
    Hilde Everglade
    World
    Tonberry
    Main Class
    Marauder Lv 60
    Not putting contents in Duty Finder is Artificial Difficulty.
    (0)

  7. #27
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    Quote Originally Posted by ShaneDawn View Post
    (..) I hear too many people arguing that there's no hard content when everything's a game of memorization, but I never see them doing any of the current hardest raids, at least before they'e nerfed.
    ^
    so true

    Quote Originally Posted by ShaneDawn View Post
    (..) This game could use more fights with reactive gameplay. (..)
    ^
    Thats dynamic programming, i like to have fights with action and reaction.
    When they said they added a FFXII system for bosses i thought we will get some nice combos depending on what we do, but ... i guess they just ment the targeting line.
    (1)
    Quote Originally Posted by Blackoutz View Post
    Naja ich hab einfach gemerkt, dass man mit Mut und Freundlichkeit viel weiter kommt und den Menschen eine Freude macht :3
    Weißt du, wenn wir alle an einem Strang hier im Forum ziehen, dann kommen wir einfach so viel weiter und stärken die gesammte Community <3

  8. #28
    Player
    Havenae's Avatar
    Join Date
    Sep 2013
    Posts
    241
    Character
    Kaja Vesh
    World
    Lamia
    Main Class
    Arcanist Lv 57
    It means implementing complexity for the sake of being complex rather than the sake of making content challenging. Complication != Heightened Difficulty

    and by the way.. the original post wasn't him listing things he doesn't like. He was listing the general topics of threads he'd seen 'artificial difficulty' mentioned in.

    Apparently reading comprehension isn't a strong point for many of you.
    (0)
    Last edited by Havenae; 08-12-2015 at 08:59 PM.

  9. #29
    Player
    Krylo's Avatar
    Join Date
    May 2015
    Posts
    272
    Character
    Khaela Alteri
    World
    Balmung
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Allyrion View Post
    Snip
    You're not very good at reading comprehension.

    I clearly wasn't talking about 'finely tuned' things or I'd have mentioned any of the Alex savage. I'm talking about--go play Dead Space. Now play Dead Space on the highest difficulty setting. It's no longer balanced, it's just increased parameters in a way that breaks normal flow of gameplay (get startled->regain control->kill enemy turns into get startled->die or have every jump scare memorized and kill enemies before they have a chance to react).

    I mean, I, literally, multiple times, pointed out the ways FFXIV avoids those specific traps, and used a made up example drawing a contrast to what was actually done.

    Also, Artificial/Bad/Punishing difficulty all mean the same thing. They're used interchangeably in game design and are in contrast, respectively, with Designed/Good/Challenging difficulty, which are also interchangeable.

    Lets say you are in a game where the checkpoints are 30 minutes apart and nothing is retained between deaths.

    Punishing: This mechanic is too punishing. It breaks game flow and causes an unintended exit point in play.

    Bad: This mechanic is badly designed. It breaks game flow and causes an unintended exit point in play.

    Artificial: This mechanic presents an artificial difficulty curve. We already know our players can make it past these things, and forcing them to go back this far breaks game flow and causes an unintended exit point in play.

    They're all just different ways of saying the same thing.
    (0)
    Last edited by Krylo; 08-12-2015 at 09:50 PM.

  10. #30
    Player
    Deathgiver's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    491
    Character
    Krystalan Deathgiver
    World
    Hyperion
    Main Class
    Scholar Lv 80
    Just to point out, I'm not the one that thinks the things in the initial list are artificial, I have just seen them mentioned. Personally, I really think that strict gear checks are the only artificial difficulty in the game.
    (0)

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