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  1. #351
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    And saying that they should make things recoverable is not saying that they should change things? Again, if you weren't referring to Savage, what were you referring to? You already gave an example of how content in the game is recoverable. So, you were clearly referring to some other content. The pussyfooting is real.

    You were either just blatantly wrong because the content is very recoverable or you're talking about Savage. I don't care which way you go. You are wrong about something either way.

    And you bring up DS3. What happens when you mess up repeatedly in DS3? You die and you have to start the fight from scratch again. It's punishing you for failures. You learn the fight, you learn the patterns, you execute your strategy, hopefully you don't make too many mistakes, and you win. Sounds familiar.

    Nothing is unfair in FFXIV's raid content. Mechanics have a clear, and often simple way of dealing with them. No damage -- early progression or not -- will just kill you when dealt with properly. You can have a bad strategy and many clearing statics do. You can make mistakes -- just not too many and not on crucial mechanics.
    (2)

  2. #352
    Player
    Cakekizyy's Avatar
    Join Date
    Jun 2016
    Posts
    1,057
    Character
    Cakellene St
    World
    Gungnir
    Main Class
    Samurai Lv 70
    Actually it is a bit unfair that you can do everything right and wipe because someone else screwed up.
    (2)

  3. #353
    Player
    BlitzAceRush's Avatar
    Join Date
    Dec 2013
    Posts
    471
    Character
    Xeorran Kalia'shearra
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 90
    Pussyfooting, OK. My points were directed at end game content Savage is part of that but it was also directed at other things, like Ex primal's (some of them) but it's main focus was the philosophy in general, a lot of content is designed around "Mess up and you die" and I'm not saying you should be able to fail and make as many mistakes as you like. As you pointed out even though I literally put that in my example you can mess up in Dark Souls and it will kill you. However Dark Souls is as reactive as it is predictive, yes you can dance the perfect dance and win without a scratch or mess up royally but recover and make it through, one is not more skillful than the other as both take a different kind of skill.

    As Cakekizyy has said above me, MMO's do also have the issue of not only relying on yourself, you need to rely on others, making things harder but with a greater sense of recovery would help pugs a lot, it would allow for mistakes or one person not being as good as others, the fight doesn't need to be easy, but by allowing others to compensate for mistakes and weaknesses in the team would encourage more people to think "We can make this work" As opposed to "Johnny keeps dying to phase 4 screw Johnny! We're never going to clear this!" If designed right this doesn't have to lower the overall difficulty or make statics feel less useful, they can still preform their perfect dance and clear things easier.

    So yes, for this next part I am talking directly about Savage, no need for you to assume this time. This can be applied to Savage as at the highest end most/all content can be cleared with ease, perhaps even with only 7, I'll take your word for that one. But the whole point a lot of people were talking about was about getting more people into/sticking with Savage, some suggested better ilevel or glamour, I was simply agreeing with/suggesting the fights themselves as a means to do that.

    Oh and you've been pretty condescending to me in every post since we started typing directly, you don't need to be so passive aggressive to people, you can point something out without it.
    (4)

  4. #354
    Player
    KarstenS's Avatar
    Join Date
    Aug 2013
    Posts
    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by BlitzAceRush View Post
    As for your second point, I did say that, but just because someone get's creative and finds a way to trivialise something doesn't mean what I suggested can't be done
    People will always go the easiest known route. T2 Enrage. Divebombs in T5. NISI in A4S. Water in A8S. All of them are proofs that most people don't want to do it regulary, when there is an easier way figured out. Even outside of savage people are ignoring many mechanics completely, when they don't hurt to much.

    there are many ways they could design fights to be harder without being as punishing as they can be currently without making them easy to exploit your way around.
    And how would you do it, if the aim is to check all kinds of skill?

    The big problem in your examples is: only the handling of the encounter itself is part of you consideration.

    But thats not the whole point of savage. Savage means also playing your class close to its best and be able to optimize your class for every encounter. If you would make fights more recoverable, you would have do decrease the damage checks, the healer checks (reasons: weakness after rezz and you need additional GCDs for the rezz, heal and protect) and the gear checks. This would make one important part of savage much easier. You would be able do finish this fights, without being close to the optimal class performance, when you don't need to given room for recovery. You can't make fights more recoverable without easing up the class skill checks alot. Its only the one or the other. The other we already do have in every content outside of savage.

    One important statemant a developer of another game has stated some years ago: The difficulty is set by the amount of mistakes they allow you to do.
    (1)
    Last edited by KarstenS; 09-07-2016 at 07:50 PM.

  5. #355
    Player
    BlitzAceRush's Avatar
    Join Date
    Dec 2013
    Posts
    471
    Character
    Xeorran Kalia'shearra
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 90
    You can have both, I'm also not saying I have all the answers, I'm not a game designer but here's my attempt at an example. Before that though, I'm not only considering one aspect, I never specified as I was simply saying generally an area where you could improve something not how it would be implemented. I do believe you could have both, something more challenging while being more recoverable. You also wouldn't have to ease up the checks, you could also try to redesign them to allow the fight to go on even if you fail them but give a punishment for doing so that doesn't end in a wipe. I'll try my best to give an example of such.

    Here goes:
    OK so you have a DPS check, you need to pop a shield on the boss before X amount of time. if you don't it blows up pretty much killing you all. OK how about if in place of that, failing the check now places rotating aoe's that do masive damage/outright kill anyone caught in them, theses will remain for the rest of the fight, you've not failed but you've got one more thing to worry about.
    Lets' try a healing check next, one party member is dropped to low hp with a healing debuff, you've got X time to heal them up or the debuff pops and wipes you, instead failing this suddenly reduced the arena by 1/3 again you've not failed but now you've a lot less space to work with and even less if you failed the above dps check. Mechanics after this could still wipe you for failing them, as the fights given you your chances and recovery and any further failing is game over.

    Now you could argue that people will just fail both and win anyway, "Why bother dealing with theses if we can just win and ignore them?" That's true, but at the same time if designed right, you'd be risking a lot by letting theses checks fail and it becomes more a choice, what's best for you? Letting them fail to just dps the boss/rezing someone/deal with some other mechanic that might also be going on. Or play the checks to keep the mechanics more manageable, The extra recovery would be nice but it's still hard and still can be danced perfectly if that's the play style that works for you. Again someone will always do what's easier but that happens now, so, as long as this could be done without lowering the difficulty nothing would chance there.

    I never said this was the right way or best way to fix the issue, just voiced it as an idea, feel free to rip the above example apart, it seems like if balanced it could work but I could be very wrong, if I am I apologise for wasting your time with it.
    (1)

  6. #356
    Player
    KarstenS's Avatar
    Join Date
    Aug 2013
    Posts
    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by BlitzAceRush View Post
    OK so you have a DPS check, you need to pop a shield on the boss before X amount of time. if you don't it blows up pretty much killing you all. OK how about if in place of that, failing the check now places rotating aoe's that do masive damage/outright kill anyone caught in them, theses will remain for the rest of the fight, you've not failed but you've got one more thing to worry about.
    Its changing the desing from

    "Thats the bare minimum of performance we want to see to beat it."

    to

    "Ok. Thats a number we would like to see. But if you don't get it, you can bypass it."

    You don't really want to say me, thats not "make it easier".
    (1)

    Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100

  7. #357
    Player
    Campi's Avatar
    Join Date
    Jun 2015
    Location
    Liverpool
    Posts
    3,941
    Character
    Campi Nitsu
    World
    Shiva
    Main Class
    Scholar Lv 90
    Quote Originally Posted by BlitzAceRush View Post
    snip
    That's just a nerf for the content^^
    (1)
    Nur hübsch sein reicht eben nicht. Man muss auch Bier trinken können.
    This is Anfield
    King vom Ring | Super Elitist

  8. #358
    Player
    BlitzAceRush's Avatar
    Join Date
    Dec 2013
    Posts
    471
    Character
    Xeorran Kalia'shearra
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 90
    OK then, I'm just going to shut up now.
    (1)

  9. #359
    Player
    Archaell's Avatar
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    Sep 2015
    Location
    Limsa Lominsa
    Posts
    1,049
    Character
    Arch Idealist
    World
    Alpha
    Main Class
    Blacksmith Lv 100
    Easier or not, mistakes making the fight harder instead of hard wipe seems more reasonable.

    Add in some achievement rewards for perfect execution and broader part of the audience can be happy in one level of set difficulty.
    (5)

  10. #360
    Player Vantol's Avatar
    Join Date
    Oct 2012
    Location
    Limsa Lominsa
    Posts
    194
    Character
    Vantol Aviner
    World
    Cerberus
    Main Class
    Thaumaturge Lv 60
    You don't really want to say me, thats not "make it easier".
    That's just a nerf for the content^^
    Not true, it's a combat design change, from memorization skills to strategy skills, which actually can be much harder.
    (2)

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