Results 421 to 430 of 759

Threaded View

  1. #1
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865

    The Ifrit Fight is Dangerous to the Community.

    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:
    1. The design of the battle fails to take into account player lag - both technical and human.
    2. 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.
    3. 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.
    4. 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?)
    5. 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?


    THREAD UPDATE: In light of this threadnaught's evolution, I would like to take the time to remind everyone that the discussion topic is now centered around how endgame content should be viewed and implemented in regards to having multiple difficulty options. I believe this starts around the 600th reply.

    THREAD UPDATE #2: The subject is now on the Primals themselves, as opposed to their fights or endgame content. The discussion of Garuda's character design is now ongoing, starting at post #724.
    (67)
    Last edited by SilvertearRen; 11-03-2011 at 02:46 AM.