Well one thing if for sure, do not cry, do not whine, big girls don't cry.Know why? Resentment.
People are going to resent bad game design, as well as the fact that the most "hardcore" of people ever managed to beat Ifrit. That kind of elitist game design does not really support community unity. Especially when the hardcore shells decide to rub it into everybody else's faces by running around flashing their fancy drops.
No. It's not fun when your party wipes because of the following:
- The design of the battle fails to take into account player lag - both technical and human.
- Ifrit is far too powerful for the regular Classes. Jobs might make it easier, but seriously man...take this crap into account for a change.
- The battles require a lot of "high spec", both technical, gear-wise, and class-wise. This is incredibly exclusionary, and does not really lend a lot of positive atmosphere to the fight.
- The fact that some party configurations, like 6x Lancers, 2x Con/Thm, have a higher chance of success than other configurations, is simply repeating the Dzemael Mistake. (Whoring of the Archer class, anyone?)
- I respect Yoshi-P for wanting to bring back the challenging factors of the olden-days of MMOs, but this is the wrong way to do it with the new generation of MMOs. I don't like it when I waste an hour of my time dying to Ifrit every time because of lag, animation lock, etc.
Basically what I am trying to say is that these fights do not account for the CURRENT state of FFXIV, which is something I find to be very irritating and un-fun.
Anyway, I needed to rant a bit. I am an aspiring game designer myself, and I really can't stand bad game design. Simply put, Dzemael Darkhold and Ifrit are both examples of bad design that caters to an exclusive subset that loves to inflict insane amounts of self-torture.
I would prefer that Yoshi-P actually do one thing: Focus his game design of these encounters around the largest segment of the playerbase. Hardcore players that like insane challenges do not apply to that category, because they are statistically a minority - I am not saying Hardcore players should be ignored, just that they should not be used as a point of reference for designing these things.
To quote a popular internet meme:
WTF is this sh*t?
What do you expect, you either leave or adjust. One random class to 50, you miss out on content, everyone knows they have to conform and adjust, and if they do not gtfo!! We know, There are other strats to the fight but lnc/mrd/arch are needed, if you do not have these then gtfo. This is why I am ranking my archer and lancer up next, stuff has not changed since ffxi, and besides you guys asked for tough content, you ask and you receive.
You reap what you sow, so stop complaining.
Ur Doin it rong
Last edited by Etienn; 10-31-2011 at 12:02 PM.
Honestly, I do not care for the drops Ifrit gives. What I care for is completion. I can wait, sure, but I go on Ifrit parties with my linkshells when they need a Lancer, and it hasn't been successful. When I contribute my time, I would like it to be a good experience, not a time-wasting, stress-inducing one.
And the truth comes out.
You can't kill Ifrit, so the fight needs to be rebalanced.
/thread.
Now, you people are just trying to ruffle me here. I personally believe the Primals should be equal in difficulty, not harder with each new primal.
Why? Because, we're bound to get even more boss fights with mobs that are NOT Primals. I mean, like the Espers, if we want an example.
Is it Yoshi-P's goal to drive off the lesser-skilled players? Answer me that.Well one thing if for sure, do not cry, do not whine, big girls don't cry.
What do you expect, you either leave or adjust. One random class to 50, you miss out on content, everyone knows they have to conform and adjust, and if they do not gtfo!! We know, There are other strats to the fight but lnc/mrd/arch are needed, if you do not have these then gtfo. This is why I am ranking my archer and lancer up next, stuff has not changed since ffxi, and besides you guys asked for tough content, you ask and you receive.
You reap what you sow, some stop complaining.
Ur Doin it rong
What I have shown you is reality. What you remember, that is the illusion.
This should be a consideration when developing content? LOL!
"We'll make a boss that does no damage, doesn't move. and dies in three attacks so someone doesn't have an anxiety attack."
If someone has an anxiety attack from playing a freakin' video game then they should stop playing the game, not demand the developers make content for them.
Bow and Polearm concept art was showed during the last live letter from producers.
http://forum.square-enix.com/ffxiv/t...810-07-2011%29
lets not make content that is harder. lets keep it easy and simple so that every joe public under ranked and under skilled do it, oh wait why dont we add a lower level fight so everyone can experience killing it....Now, you people are just trying to ruffle me here. I personally believe the Primals should be equal in difficulty, not harder with each new primal.
Why? Because, we're bound to get even more boss fights with mobs that are NOT Primals. I mean, like the Espers, if we want an example.
Is it Yoshi-P's goal to drive off the lesser-skilled players? Answer me that.
no, lets not have challenging and escalating content with every patch, since i like my content stale and easy as a 2 dollar hooker.
Last edited by Raijin; 10-31-2011 at 11:53 AM.
Or you could simply make the content SCALEABLE...This should be a consideration when developing content? LOL!
"We'll make a boss that does no damage, doesn't move. and dies in three attacks so someone doesn't have an anxiety attack."
If someone has an anxiety attack from playing a freakin' video game then they should stop playing the game, not demand the developers make content for them.
For f*ck's sake, I'm getting tired of repeating this part of the argument. The option to make the fight easier, with some penalties to what you get as reward, is the only thing I would really appreciate from Yoshi-P. You guys can keep your preferred difficulty levels.
Ok, I am getting sick and tired of repeating this one central solution to this problem, as well as other difficulty-related problems:
[SIZE="7"]SCALING. DIFFICULTY. OPTIONS.[/SIZE]
Wrap your goddamn heads around that. I'm done with this forum for the most part - 80% of you can't even be arsed to rub two braincells together to even realize that what I'm asking for won't destroy the pre-existing content you're so protective of, but instead add different difficulty options to what already exists.
scal·ing.
verb
1. a graduated line, as on a map, representing proportionate size.
op·tion
noun
1. the power or right of choosing.
2. something that may be or is chosen; choice.
3. the act of choosing.
I'm not trying to destroy your precious game.
Screw you people.
Last edited by SilvertearRen; 10-31-2011 at 12:00 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.