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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,997
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Would really just rather have these instances not only be complete-able but also play as they were originally intended to play on their first run (back when our gear was at an appropriate level for it). Imo the gaming sense of completion should come hand in hand with the story progress. 'Story now, get gud later' just doesn't make sense to me.

    Minimum Item-Level Sync by default.
    - Perhaps provide small combat hints and 5-10% echo per wipe on boss encounters, removed after completing said boss.
    - Increase bonus rewards based on the amount of ilvl synced down after first adjusting for physical level, and slightly raise base rewards.


    At that point we may still be teaching fights, but we're far less likely to be kicking people for watching cutscenes when those cutscenes take a much smaller portion of the time. The average time to complete an MSQ roulette will have increased, but so too will its rewards, and quite likely its entertainment value.
    (0)
    Last edited by Shurrikhan; 11-01-2015 at 06:22 AM.

  2. #2
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,567
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Perhaps provide small combat hints.
    I'm reminded of Steps of Faith where NPCs tell you exactly what to do every step of the way.
    Yet look how much that fight got nerfed. May the memories of the better times rest in peace.
    (2)

    http://king.canadane.com

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,997
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Canadane View Post
    I'm reminded of Steps of Faith where NPCs tell you exactly what to do every step of the way.
    Yet look how much that fight got nerfed. May the memories of the better times rest in peace.
    Yet the larger issues usually came from the cannons each still having a Biast on them, the cannon guys themselves having another mob or two, making them unable to quickly deploy snares and get back to shooting, mobs not being held in the boss's hitbox, etc. "Throw the switch! Turn the wheel! Pull the winch!" doesn't always work as well or as timely when people don't really understand what it is they're supposed to be making, let alone before the orders are being given. I don't want the new player to have to be told how to make things easier for themselves or how to make it so each person can actually perform their task, but without an overview given with some delivery method that's different from the overwhelmingly gameplay-irrelevant (e.g. 'must-skip-through-faster' text-blobs or 'that's for lore...' stand-by NPCs), we're kind of asking for some of these issues. I don't mean that idiomatically either; sometimes such issues can be fun, but they don't occur just because people are unable to understand when orders are given to them. It's more that the orders themselves can only reliably serve as cues. If you don't know the pattern or purpose, their value's shot.
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