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  1. #1
    Player
    Malix's Avatar
    Join Date
    Mar 2011
    Posts
    209
    Character
    Malix Farwin
    World
    Excalibur
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Rokien View Post
    Ok my fps comment. There's a group of enemies it normaly takes a few minutes to kill them all if not longer.

    Just because something is popular doesn't mean it's good. Take chocolate for instance, it's popular but it makes me gag from smelling it. Everything is an opinion.
    Wait popular usually mean its good. I think you meant to say just because i don't like it doesn't mean its bad. fact of the matter is if a game is popular it means alot of people like it. Longer fight are pointless and if you think this game isnt as repetitive as the games Alhanelem listed than your right, its even more repetitive but so are all games eventually so why would you even try to use that as a point. FYI tryin to make a bootleg Poll on the forums is as about as accurate as a naked blm on garuda.
    (0)

  2. #2
    Player
    Join Date
    Mar 2011
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    4,948
    Everything is an opinion.
    Yes- the problem though is when people start deciding their opinion is "right" and the other person's is "wrong."
    (2)

  3. #3
    Player

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    Mar 2011
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    Ul'dah
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    3,208
    Quote Originally Posted by Alhanelem View Post
    Yes- the problem though is when people start deciding their opinion is "right" and the other person's is "wrong."
    Never once said that. We all have different tastes, that's why we are arguing right now. To me this is fun, to you it may seem like an annoyance of some sort. I have nothing against anyone on these forums, we each bring something that SE can take away from if they want to or not.
    (0)

  4. #4
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    Join Date
    Mar 2011
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    Ul'dah
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    1,847
    Quote Originally Posted by Rokien View Post
    Anyways, dragons dogma is a good example of how fights should be.
    Well only in relation to Ur-Dragon, everything else is about as shit-easy as taking candy from a baby, and it even gets easier as the game progresses, rather than harder. (Whereas at least in Demon/Dark Souls, while the game was easy all throughout the first playthrough, it actually got harder as the game progressed and actually was a challenge by its 2nd playthrough.)
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
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    Sep 2011
    Posts
    12,933
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Not sure why this comes to mind, but the entire relationship between playing the game to enjoy it as it's going vs. playing it for the endgame kind of feels almost exactly like the struggle of a poorly prepared world (and game? :O) against the Empire for the right to survive and live as wanted, whereas the Empire despises it's loose powers and loose ends alike...

    Could Yoshi-P have actually set up the 1.0 series just to play homage to his own coming, founding even satirical conditions on which to lay the 2.0 plot? <~~<~(^o^)

    *Sets down the coffee.*
    (0)

  6. #6
    Player
    Rutelor's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Shurrikhan View Post
    Not sure why this comes to mind, but the entire relationship between playing the game to enjoy it as it's going vs. playing it for the endgame kind of feels almost exactly like the struggle of a poorly prepared world (and game? :O) against the Empire for the right to survive and live as wanted, whereas the Empire despises it's loose powers and loose ends alike...

    Could Yoshi-P have actually set up the 1.0 series just to play homage to his own coming, founding even satirical conditions on which to lay the 2.0 plot? <~~<~(^o^)

    *Sets down the coffee.*
    Huh?

    Dalamud = Yoshi?

    Sure that was coffee?
    (1)

  7. #7
    Player
    Ksenia's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,100
    Character
    Ksenia Solo
    World
    Sargatanas
    Main Class
    Weaver Lv 100
    I don't object to longer fights but in FF14 the only way I can see it happening is the NPC simply hits for less and tanks more. In addition, I'd expect more exper and the way they force scale to level I don't know if they can do that here. Signature kills that double up exper? Having attacked stuff 4 or 5 levels above me with Conjurer, I always end up running away because I just run out of MP as it simply takes too long to kill them. I could see that becoming an issue in any long fights.
    (0)

  8. #8
    Player
    GreyJorildyn's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    500
    Character
    Grey Jorildyn
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Don't even remember if I already posted this but anyway...

    Longer fights just for the sake of dragging things out is not meaningful to gameplay. If battle can be designed longer for a purpose, such as phase changes and challenge-increases as fights go on, that's great. Currently in XIV, and the same was true in XI, longer fights only increased margin for error. Simultaneously the only mechanic that changed was mobs fired TP moves faster (true in both titles as well). In XI this boiled down players limiting mob TP gain and/or using sleeps to control battle flow. While we cannot sleep things effectively in XIV (and I find that a step in the right direction), the other mechanics are the same as XI. Tank movement has seen new emphasis as well, and that's alright I guess.

    In short, longer fights need to be long for a reason. It cannot be there just to wear players out or increase the beat at lower mob HP. Things should be challenging over the course of the fight and spread responsibility of survival throughout the party. No one should feel safe. A balance can be found in there and should be.
    (0)

  9. #9
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by GreyJorildyn View Post
    Don't even remember if I already posted this but anyway...

    Longer fights just for the sake of dragging things out is not meaningful to gameplay. If battle can be designed longer for a purpose, such as phase changes and challenge-increases as fights go on, that's great. Currently in XIV, and the same was true in XI, longer fights only increased margin for error. Simultaneously the only mechanic that changed was mobs fired TP moves faster (true in both titles as well). In XI this boiled down players limiting mob TP gain and/or using sleeps to control battle flow. While we cannot sleep things effectively in XIV (and I find that a step in the right direction), the other mechanics are the same as XI. Tank movement has seen new emphasis as well, and that's alright I guess.

    In short, longer fights need to be long for a reason. It cannot be there just to wear players out or increase the beat at lower mob HP. Things should be challenging over the course of the fight and spread responsibility of survival throughout the party. No one should feel safe. A balance can be found in there and should be.
    I don't think anybody here has argued for meaninglessly elongated fights. I think most of us argue for a pace that will allow for the strategical deployment of our skills, as opposed to spamming these mindlessly. I think those who argue for "longer fights" really crave for battles, at every level, in which there's a buildup of tension and of possibilities for SNAFUs; battles that constantly tilt out of balance, and are not just a fight against the mindless numbers of mobs some of the current hurdles in Eorzea constitute.

    In addition, a not-fixed pattern of links, more appropriate crowd control mechanics (keeping them, like you suggest, fallible), and a subtly increased margin of error (also your suggestion) would be, no doubt, steps in the right direction.

    R
    (2)

  10. #10
    Player

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    Mar 2011
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    Quote Originally Posted by Rutelor View Post
    I don't think anybody here has argued for meaninglessly elongated fights. I think most of us argue for a pace that will allow for the strategical deployment of our skills, as opposed to spamming these mindlessly. I think those who argue for "longer fights" really crave for battles, at every level, in which there's a buildup of tension and of possibilities for SNAFUs; battles that constantly tilt out of balance, and are not just a fight against the mindless numbers of mobs some of the current hurdles in Eorzea constitute.

    In addition, a not-fixed pattern of links, more appropriate crowd control mechanics (keeping them, like you suggest, fallible), and a subtly increased margin of error (also your suggestion) would be, no doubt, steps in the right direction.

    R
    Yep yep yep
    (0)

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