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  1. #1
    Player
    Gallus's Avatar
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    Sep 2013
    Posts
    1,260
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Gilthas View Post
    This isn't artificial difficulty, it's just something that you don't like.
    Nope, it's real difficulty. Stuff based on reflexes is real difficulty, because not everybody is capable of doing it. A fight based on a scripted rotation can even be done by someone with the reflexes of a snail, the only thing you might need is just more tries.

    As for

    Quote Originally Posted by Gilthas View Post
    Having fights rely on RNG has its problems too because then you'll have times when the fight is easy and others when you simply just can't win.
    Extend the length of the fights and this problem is instantly solved.
    "But then it wouldn't be fun". Well I'm not talking about fun, I'm talking about what would be really difficult. Knowing what's coming beforehand triviallizes your skill and then it all becomes a memory battle (which everyone can do and the only difference between someone really skilled and someone utterly demented will simply boil down to more tries).
    (0)

  2. #2
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Gallus View Post
    A fight based on a scripted rotation can even be done by someone with the reflexes of a snail, the only thing you might need is just more tries.
    And on each try, you will improve yourself until you manage to pull it off perfectly. That's one kind of difficulty. Something we see all the time in rythm games, for example.
    Quote Originally Posted by Gallus View Post
    Extend the length of the fights and this problem is instantly solved.
    Then you'd also need to restrict some mechanics. If Titan Ex decides to spam Double Gaols, you're screwed...
    If tankbusters happen every 15 seconds, your tank will surely die, too...

    But, a fight where each attack has its own cooldown, and where the boss can chose whatever ability he wants that is not on cooldown, could be very fun and interesting.
    (0)

  3. #3
    Player

    Join Date
    Dec 2012
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    1,132
    Quote Originally Posted by Gallus View Post
    Nope, it's real difficulty. Stuff based on reflexes is real difficulty, because not everybody is capable of doing it. A fight based on a scripted rotation can even be done by someone with the reflexes of a snail, the only thing you might need is just more tries.
    Sorry, but I don't limit difficulty to "twitch-based" mecahnics. That's just what you prefer, so you deem memorization as "artificial difficulty".

    Quote Originally Posted by Gallus View Post
    Extend the length of the fights and this problem is instantly solved.
    No it wouldn't. Like the above poster mentioned, several mechanics will need to be put on cooldown or your party can be easily screwed by the RNG.
    (5)

  4. #4
    Player
    StouterTaru's Avatar
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    Sep 2013
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    3,463
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Gallus View Post
    Nope, it's real difficulty. Stuff based on reflexes is real difficulty, because not everybody is capable of doing it. A fight based on a scripted rotation can even be done by someone with the reflexes of a snail, the only thing you might need is just more tries.
    The problem is not every machine/connection is capable of dealing with your definition of difficulty. I find it hard to call real difficulty if they telegraph it with a giant red outline on the floor and give you time to get out of it.
    (0)

  5. #5
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by StouterTaru View Post
    I find it hard to call real difficulty if they telegraph it with a giant red outline on the floor and give you time to get out of it.
    It's a delicate balance. If the attack cannot kill you by itself, and is only targeted at you, ok, you don't need to telegrah it.
    If the attack as a specific radius that you can't really guess, not telegraphing it is a step toward fake difficulty.
    If the attack can one-shot you, no telegraphing it is totally fake difficulty.

    And any mechanic where you absolutely need to die at least once to learn is also fake difficulty.
    (0)

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