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  1. #1
    Player
    Ibi's Avatar
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    Jan 2014
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    Character
    Ibi Risasi
    World
    Hyperion
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    Marauder Lv 70
    Quote Originally Posted by Nektulos-Tuor View Post
    However there is a difference in these.

    Say an item has instead...

    "12% chance on hit to ward (prevent damage) to your health for 1000 for 10 seconds."

    Vs

    "12% chance on hit to heal yourself for 1300."

    Vs

    "12% chance on hit to heal yourself for 750 and deal 750 damage."
    Option 3 is clearly the superior choice for a DPS in every situation, since it's the only one that allows you to increase your damage dealt (which is the function of DPS). By your definition, this is vertical progression.
    (6)
    Last edited by Ibi; 09-16-2015 at 03:36 AM.

  2. #2
    Player
    Nektulos-Tuor's Avatar
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    Apr 2015
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    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Ibi View Post
    Option 3 is clearly the superior choice for a DPS in every situation, since it's the only one that allows you to increase your damage dealt (which is the function of DPS). By your definition, this is vertical progression.
    Yes, but Option 2 offers more healing. Which may save you in certain fights more. You have to give up that damage for more healing, or give up healing for more damage. Its your choice, but both are viable in every fight.

    Or, offer 4.

    12% chance on hit to deal 1200 damage.

    vs

    12% chance on hit to deal 1600 damage, but takes 650 life every proc.

    Now you have no healing, for more damage then the healing and damage one.

    Now you have another one that does even MORE damage. At the cost of life.
    (0)
    Last edited by Nektulos-Tuor; 09-16-2015 at 03:39 AM.

  3. #3
    Quote Originally Posted by Nektulos-Tuor View Post
    Yes, but Option 2 offers more healing. Which may save you in certain fights more. You have to give up that damage for more healing, or give up healing for more damage. Its your choice, but both are viable in every fight.
    it's not your choice if they tune fights to have heal/DPS checks.
    (3)

  4. #4
    Player
    Nektulos-Tuor's Avatar
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    Apr 2015
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    Thanatos Ravensweald
    World
    Balmung
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    Arcanist Lv 70
    Quote Originally Posted by SendohJin View Post
    it's not your choice if they tune fights to have heal/DPS checks.
    Since you don't read. I was awnsering someone else's question that wasn't about FFXIV but Horizontal Progression in general. Don't butt into a conversation if you don't understand it.

    Also, are you ever going to awnser my question? Or avoid it? Which game has this magical horizontal progression you speak of?

    Please awnser with FFXI.
    (0)
    Last edited by Nektulos-Tuor; 09-16-2015 at 03:43 AM.

  5. #5
    Player Jynx's Avatar
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    Mar 2011
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    Gridania
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    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by SendohJin View Post
    it's not your choice if they tune fights to have heal/DPS checks.
    Yet if everyone had gear choice like above there would be situations where one item is better in a situation yet all are viable.
    (1)

  6. #6
    Player
    Nektulos-Tuor's Avatar
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    Apr 2015
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    Thanatos Ravensweald
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    Balmung
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    Arcanist Lv 70
    Quote Originally Posted by Jynx View Post
    Yet if everyone had gear choice like above there would be situations where one item is better in a situation yet all are viable.
    Yes, for example what if they made a fight where you still had to kill a monster but you had to be tanky enough to survive it until you reach 90% of its life, an opposite-rage mechanic. You have to survive it long enough to damage it enough so it weakens. However you also need damage to get it to that HP. However you also need to survive the onslaught!

    Indeed, you get it! =)

    You sir, are smart. I commend you 1000x~!

    Indeed! The way "TRUE" horizontal progression works is every piece of gear, no matter what is viable to use in every single fight in the game.

    Quote Originally Posted by SendohJin View Post
    Snip.
    Please take your strawman's someplace else. We are discussing about horizontal progression in games in general, not very very very specific instances of some fights.
    (0)
    Last edited by Nektulos-Tuor; 09-16-2015 at 03:52 AM.

  7. #7
    Player
    karateorangutang's Avatar
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    Oct 2013
    Location
    Ul'dah
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    779
    Character
    Celest Ru'milan
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Jynx View Post
    Yet if everyone had gear choice like above there would be situations where one item is better in a situation yet all are viable.
    So by this logic you would need to acquire all three pieces of gear to be viable in three different contents. Wouldn't that breed an even more toxic environment? Especially if acquiring those pieces took a substantial amount of time?

    Horizontal progression the way it's being presented here would make it even more difficult to play multiple jobs for the average player. Vertical progression is more attainable by those with a limited time table because it puts people on a more level footing with gear. This allows things like timing and skill in certain areas to shine through.

    I really think this game ( casual style meta) benefits more than suffers from the vertical progression it has.
    (4)

  8. #8
    Quote Originally Posted by karateorangutang View Post
    I really think this game ( casual style meta) benefits more than suffers from the vertical progression it has.
    yes, but that doesn't mean you can't have some degree of both.
    (1)

  9. #9
    Player
    karateorangutang's Avatar
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    Oct 2013
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    Ul'dah
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    Celest Ru'milan
    World
    Jenova
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    Scholar Lv 100
    Quote Originally Posted by SendohJin View Post
    yes, but that doesn't mean you can't have some degree of both.
    Quote Originally Posted by Kaurie View Post
    This theory crafting of what qualifies as horizontal progression is interesting and all...

    How about we bring it back to FFXIV and provide ideas of how we can implement horizontal progression. I think we can all agree that SE is not going to go entirely horizontal and will keep the vertical model. Therefore we want a hybrid anyway, so let's stop fussing over what is 100% horizontal and what isn't.

    To add my 2 cents, I think that it would be great to have multiple gear items of the same ilvl, same weapon damage, same main stat with more 'fun' secondary stats. I was playing Diablo III the other day and had an item that randomly spawned minions around me who went and exploded on the enemy. This was one heck of a fun stat. I am not saying add this one in particular, but something more 'fun' than crit rate and det would be great.
    Aside from what I think there is only one way to enter this sort of thing into the meta and not have one gear being sought after more than another. That's *drum roll please* RNG baby!!

    If you truly want gear that is horizontal then you'd need some way to augment current gears.

    For example: Timmy the Tall who is a Paladin has his Hauteclaire. He does a quest and at the end of said quest he gets a random augment based on a option that he picks from Willa the Witch NPC. Options are Defense, Offense, Magic Offense, and Healing. You would get a random buff out of that category with the inability to change it.

    To do this in fairness though you'd have to make sure that the buffs weren't very powerful so as not to prioritize one player over another based on equivalent gears. That's where things get really sketchy with horizontal progression.
    (1)

  10. #10
    Player
    Ibi's Avatar
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    Jan 2014
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    472
    Character
    Ibi Risasi
    World
    Hyperion
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Nektulos-Tuor View Post
    Yes, but Option 2 offers more healing.
    If I'm a DPS, why do I care about healing? My role is to deal DPS so, again, option 3 is superior in all situations. Your definition of vertical.

    Quote Originally Posted by Nektulos-Tuor View Post
    Or, offer 4.

    12% chance on hit to deal 1200 damage.

    Now you have no healing, for more damage then the healing and damage one.
    Okay, now option 4 is superior for a DPS in every fight. Still your definition of vertical.

    You've still not answered the question I actually answered: How big does the advantage a piece of gear has, even if it's only on a single fight, for progression to be considered vertical rather than horizontal?

    I'll try and make my point clearer.

    Gear A: Attack +50
    Gear B: Sometimes attacks three times
    Gear C: Occasionally launches giant fireballs at the enemy

    On paper, these all look like different ways to do damage. No matter which one you choose, you're getting some sort of bonus damage, and though it may vary how much.

    Based on this information alone, this matches your definition of horizontal progression, correct?

    Let's say on boss fights 1 through 4, they all perform pretty almost identically.

    Still horizontal progression, correct?

    Now boss fight 5 is introduced, and he's slightly weak to fire damage. Suddenly gear C is about 5% on this fight.

    Am I still horizontal progression? Or am I vertical now?

    What if boss fight 6 is introduced, and if it's attacked rapidly in succession, it takes more damage from each hit. It's also weak to fire. Gear B is a massive 25% better on this fight, but because of the fire weakness, gear C is 15% better.

    Horizontal or vertical?

    Then bosses 7 through 20 are introduced, and they're all about even again.

    Horizontal or vertical?

    Boss 21 is immune to fire.

    Horizontal or vertical?
    (7)

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