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  1. #141
    Player
    Threads's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    29
    Character
    Tarkain Malkieri
    World
    Balmung
    Main Class
    Conjurer Lv 61
    Quote Originally Posted by Vackashken View Post
    I think a lot of this would be alleviated if they put in some more roaming NMs that people can give a damn about and mini bosses in areas that you couldn't just spam to death.
    I don't think adding more NMs will fix this. Like I said in my previous posts it is much more complex than that. I think it would certainly be a step in the right direction but battle strategy won't be improved by simply adding harder monsters. Even current bosses in instanced content feel lacking somehow.
    (0)

  2. #142
    Player

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    Aug 2011
    Posts
    228
    Quote Originally Posted by Vackashken View Post
    I think a lot of this would be alleviated if they put in some more roaming NMs that people can give a damn about and mini bosses in areas that you couldn't just spam to death.
    Dude lol.....if anything, the NMs can be the ones you spam to death. A tremendous amount of [most] ppl's time is going to be spent leveling classes/jobs. Why would they want to subject themselves to a, virtually endless, spam fest?
    (0)

  3. #143
    Player

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    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Because I have been gone for a while, did they say anthing how normal mobs are going to play out in 2.0? Like, are they going to be tougher to kill?
    (0)

  4. #144
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    The duration of a fight doesn't matter as long as exp is increased in a linear fashion. Would it really make any sort of difference if you killed a dodo in 10 seconds and got 300 exp, or if you had to spend 30 seconds but got 900 exp?

    With that in mind, I would like to propose that we should welcome a great variety in battle durations, so that we can have a more varied gameplay experience. As long as exp:time ratios are maintained.

    Personally, I would actually welcome it if I could spend 15 minutes on a single fight, and be awarded 40k exp from it at the end. Of course, longer fights also involve bigger risks. If you die in a 1 minute fight, you lose at most 1 minute. If you lose at the 14th minute of a 15 minute fight, you lose 14 minutes. Because of that, a sort of incentive would probably be reasonable to ask for to make it worth the risk. Maybe in the form of more useful drops than you would get from weakling mobs.
    (0)
    Last edited by Mirage; 07-03-2012 at 02:17 PM.

  5. #145
    Player

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    Mar 2011
    Location
    Ul'dah
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    3,208
    Quote Originally Posted by Mirage View Post
    The duration of a fight doesn't matter as long as exp is increased in a linear fashion. Would it really make any sort of difference if you killed a dodo in 10 seconds and got 300 exp, or if you had to spend 30 seconds but got 900 exp?

    With that in mind, I would like to propose that we should welcome a great variety in battle durations, so that we can have a more varied gameplay experience. As long as exp:time ratios are maintained.

    Personally, I would actually welcome it if I could spend 15 minutes on a single fight, and be awarded 40k exp from it at the end.
    Ya, I said the exp would increase with the mob somewhere in the thread~ Longer fights are better, it leaves more time for something to go wrong. Which will keep people on their toes.
    (0)

  6. #146
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Not to mention, it would feel a lot cooler to kill a huge dragon for exp than a small dodo.

    That's an issue I have with certain MMOs actually. Why is there so terrible mob progression? Why are the strong mobs you fight at level 40 as puny-looking as the ones you fought at level 10? Can't you round up all the weak-looking mobs in the starter areas, then populate the high level areas with the tough shit?

    The lv55 Dormouse hits you for 1000 points of damage
    You were defeated by the Dormouse

    Doesn't exactly make you feel very heroic when you just killed a 5 feet tall raptor a second ago.

    I realize that there is some sort of progression in tough-looking-ness of monsters, but I wish there was even more of it. Why not make the level 20 crabs 2 feet tall, and make the level 50 ones 5 feet tall? Why not add some more details to some of the models, like making some have considerably more spiky shells than others?
    (0)
    Last edited by Mirage; 07-03-2012 at 02:25 PM.

  7. #147
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Athaya View Post
    Leave the long fights for NM and boss battles.
    This.

    Should really vary between bosses, though. Not every boss should be heroic Lich King in length. Average boss fight being between 10-15 minutes in 24-man raids seems reasonable enough, I think.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  8. #148
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
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    3,208
    Quote Originally Posted by Duelle View Post
    This.

    Should really vary between bosses, though. Not every boss should be heroic Lich King in length. Average boss fight being between 10-15 minutes in 24-man raids seems reasonable enough, I think.
    10-15min fight is not that long of a boss fight.... go play Dragons Dogma and Fight Ur Dragon Online right now. Ya, You won't kill em in 10-15mins, soo fun too!~
    Most people probably can't kill em in 15mins offline either, sooo ya, we need longer fights. if a single player game beats an mmorpg on fights, that's sad.
    (0)

  9. #149
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Rokien View Post
    10-15min fight is not that long of a boss fight.
    It's reasonable when you have a dungeon where you're going to have to fight somewhere between 7 and 12 bosses (unless you're expecting the developers to continue the one boss per instance nonsense). Even FFXI eventually started putting in enrage timers (though theirs are a bit longer because XI's combat system is as slow as molases) in order to place something resembling a time limit on each fight. 15 minutes would already be longer than WoW, as their encounters all have a 10-minute enrage barring Lich King, which was designed to be a longer fight. Would also fit XIV's battle pace, which is faster than XI but nowhere near as quick as WoW's.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #150
    Player
    Jocko's Avatar
    Join Date
    Mar 2011
    Posts
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    As of right now, pure DPS is all that matters. With the current system, debuffs as well as tactics such as positioning, stunning to prevent WS's from going off, kiting, anything in general really are made completely useless. That not only makes combat feel dull, but also harms the creativity and viability of interesting class types. Classes like Green Mage would completely flounder. Longer, more varied battles would alleviate those issues.
    (0)

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