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  1. #271
    Player
    Join Date
    Mar 2011
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    Gridania
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    4,964
    Longer fights can lead to.

    1. Monsters using more varied TP style attacks that have strategies to avoid and or minimize damage
    2. Enfeebling effects have time to actually be usefull (Using slow on a monster that dies before he would even swing next is useless)
    3. Incapacitation effects are actually usefull (Same thing as enfeebling mostly)
    4. Gives players time to use positional tactics (Combos and whatnot are extremly hard to even try using on "Mooks" because the thing is either spinning like a top or dead before you even walk behind it.

    I gave a few of a long list of reasons longer fights (I don't mean marathons for every fight) But a fight that can last a good 1-2 minutes per monster.

    You say systems like enfeebling effects and combo system are not effected by fight length and you couldn't be anymore wrong. It takes time to cast a enfeeble and feel it's full effects. Being paralyzed for 5 seconds missing a single action (if your lucky to even have it proc once) is much different than being Paralyzed for 30 seconds and the monster missing several actions.

    This works on the other end of the spectrum as well, nobody cares about debuffs like poison on themselves because shortly afterwards the monster is no longer a present threat and all attention is focused on you. Longer fights cause more scenarios that will test healers/tanks than short battles.
    (2)

  2. #272
    Player

    Join Date
    Jan 2012
    Posts
    114
    For every player's who doesnt want grind- Why don't you play Street fighter or mortal kombat C.c.. instead of MMO?
    the character is built up and you can instantly fight other characters c.C? go play Street fighter online ._.????
    Or go play League of Legends if you want a more mmo style game that allows you to rank up quick.

    Or just Put a tread up that you want a server that gives you all rank at 50 all jobs at 50 all gear maxed out and allow you to fight a single boss solo.
    Thanks and hope you enjoy that server you ask for!

    There is way tooo many noobs in this game... seriously just because 80% of you noobs want 10-30 second kill and never learn to use your job. Waiste the rest of the good players time trying to learn it on Garuda >.> No wonder no one uses the search and seek system, shiet Normally i'am the type of guy who likes to make pick up party but yet I decide not too because of the fact this game carries way to many noobs who are 50 who can't play there jobs.

    I understand some elite players wants to be rank 50 quick and do endgame... and that not everyone needs training to be a great player, but you are talking about people!!!!! do you really think people are educated enough to know how to play a game ?? nop that's why they created the WII!!!!!!!
    the easy mode Controler c.c..

    alright i'am off topic now ;D
    (0)
    Last edited by Gukie; 07-08-2012 at 03:01 AM.

  3. #273
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    Mar 2011
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    4,948
    You say systems like enfeebling effects and combo system are not effected by fight length and you couldn't be anymore wrong
    That's not what I said, but I'm not wrong, I'm right. Just as with buffs, this game has been favoring more potent but shorter duration effects. An enfeeble doesn't have to last a minute or two to have its effect. 15-20 seconds is plenty.

    We're never going to see eye to eye here. You don't seem to understand. I'm not advocating for fights to be as short as humanly possible. I'm advocating for combat to be more polished- this means making combat better in its technical aspects, not saying "Fights must last at least X seconds or they are unfun." There is no set duration of time required to make a fight fun or interesting. <30 second fights can be fun, and >30 second fights can be unfun- How much fun a fight is does not necessarily depend on length. Period, end of story.

    I feel like part of the reason you want an arbitrary minimum time for a fight is to slow down XPing- If they increased the average time a fight takes, I would demand more EXP per fight to compensate.

    Endgame battles are already of reasonable length. Thus this really only concerns EXP grinding, and frankly, I'd rather my EXP grinding be over as quickly as possible, because that's not the part of the game I enjoy the most.

    For every player's who doesnt want grind- Why don't you play Street fighter or mortal kombat C.c.. instead of MMO?
    That's like saying if I like speed, why not play a racing game instead of a puzzle game? The answer is because it's the kind of game I like. Not every game in the same genre is the same. I hate tournament fighters. Your comment is probably one of the stupidest I've ever read in my life. Funny thing though, fighting games are an example of combat that is often fast yet intricate. But that alone doesn't make the game for me. I like the story, the epic bosses, the exploration, cooperating with others, etc. of MMOs- street fighter and mortal kombat don't have that. Grinding is the only thing I don't like.

    As I've said before, making fights longer doesn't make them automatically more interesting. Good combat mechanics are what make a fight interesting. Forcing the fight to last a certain amount of time doesn't achieve that.
    (0)
    Last edited by Alhanelem; 07-08-2012 at 03:07 AM.

  4. #274
    Player
    Rannie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,076
    Character
    Rannie Lfey
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rokien View Post
    So, I'm wondering if people would like longer fights. The reason why I bring this up is, the fights are REALLY short in this game. I'm leveling up thm and the only spells I use are; Thunder, Thundara, which makes the mobs go down. There really isn't any reason for me to use the other spells/abilities or combos(can you even get combos off?). Which will bring me to my next point, longer fights will teach you how to use those other abilities. If things go wrong, you will also learn what to do in a panic situation for ifrit,moogle, and other big fights. The longer fights would have adjusted exp for em as well. So, the whole "Get less exp" argument is out of the window as well.

    So, would you guys like longer fights that are more engaging?

    Vote NO here!
    Question is is this in a party setting or non party setting. are you soloing or not and also if it's solo the ifrit and moogle thing is voided because with certain classes/jobs are played a different way. when I solo on lnc/drg i can't get behind my oppenent like i could if i were in a party so i can only use certain combos that are available. aka leg sweep and a couple of others. In the end with one mob around my lvl it takes me a few minutes or so to fight or even longer if I'm going after a mob that's at most 2 levels higher than I am. Using thm wasn't the best example and now most people have no aoe attacks anymore either unless they're tp moves
    (0)
    I have a secret to tell. From my electrical well. It's a simple message and I'm leaving out the whistles and bells. So the room must listen to me Filibuster vigilantly. My name is blue canary one note* spelled l-i-t-e. My story's infinite Like the Longines Symphonette it doesn't rest- TMBG Birdhouse in your Soul
    A huge THANK YOU!!!! For FINALLY selling the Meteor Survivor Polo on the store. AND a huge thanks to my friend who bought it for me while he was at Fan Fest!!! YES I finally have my POLO!!!

  5. #275
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Alhanelem View Post
    TL;DR: advocate for better combat, not for arbitrary durations of combat.
    Agreed. While the fights would have to last a little longer for them to make better use of the existing systems, they don't need to be obnoxiously long simply for the sake of being long. I'd personally like to see further use of the Incapacitation system in a meaningful way.
    (2)

  6. #276
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
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    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    I'll put it this way, if they inflate the lenght of the battle simply by expanding Mobs' HP pools, I'm going to be ticked.

    If they make the fights more interesting by giving them beter behavior patterns and resistances, I should be ok with it.

    But we honestly need a better party XP system than simply killing monsters out on the field, it's trite and boring no matter how long the individual fights are. And it teaches players nothing of endgame tactics they need to learn. I want real training runs for players.
    (0)

  7. #277
    Player
    Join Date
    Mar 2011
    Location
    Gridania
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    4,964
    Quote Originally Posted by Alhanelem View Post
    Thus this really only concerns EXP grinding, and frankly, I'd rather my EXP grinding be over as quickly as possible, because that's not the part of the game I enjoy the most.
    Good for you, some people here think that the exp is the part of the game they enjoy the most.

    I've allready told you we will never see eye to eye on this subject, I'm not asking for a arbitrary time lengthening either but the fights are too damn short as it stands. Obviously a better polished system would have longer lasting battles with rewarding gameplay.

    I'm not asking someone to auto-attack for 5 minutes and stare the monster in the eye for the whole duration. We both want a better combat system, we just don't agree on what that is.
    (2)

  8. #278
    Player
    Hyrist's Avatar
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    Oct 2011
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    Next to a dead Snurble.
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    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Alright Jynx then let's clear the air.

    No smoke and mirrors, no complaints about what is. I want to hear your ideal system for leveling up in parties. Start to finish.

    Warning: Just so you know, I'm going to pick it apart when you're done.
    (0)

  9. #279
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    Time warp to about 8 years ago in FFXI, and be a teen level in the dunes or early 20s in Yuhtunga Jungle. That's probably what he wants. Every fight is like a boss battle. It's fun for a little while, but it starts to wear on you after a while- which is why I'm glad things were later sped up. Boss battle length fights should be reserved for actual battles with bosses.

    And it teaches players nothing of endgame tactics they need to learn.
    Honestly,t he best way to learn about endgame is, and should be, doing endgame. Leveling never teaches you about endgame in any game. It didn't in FFXI, WoW, or any other MMO i've played. Endgame has a lot more structure and scripting and is different in every way from what even the best leveling experience is like. The best way to learn is to make a mistake and fail. Yes, it sucks but the lessons stick with you.
    (0)
    Last edited by Alhanelem; 07-08-2012 at 03:38 AM.

  10. #280
    Player
    Hyrist's Avatar
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    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Alhanelem View Post
    Time warp to about 8 years ago in FFXI, and be a teen level in the dunes or early 20s in Yuhtunga Jungle. That's probably what he wants. Every fight is like a boss battle. It's fun for a little while, but it starts to wear on you after a while- which is why I'm glad things were later sped up. Boss battle length fights should be reserved for actual battles with bosses.
    Kay let's stop with the Hyperbole and let the man speak for himself.

    Honestly, the best way to learn about endgame is, and should be, doing endgame. Leveling never teaches you about endgame in any game. It didn't in FFXI, WoW, or any other MMO i've played. Endgame has a lot more structure and scripting and is different in every way from what even the best leveling experience is like. The best way to learn is to make a mistake and fail. Yes, it sucks but the lessons stick with you.
    There's different formats to endgame. Raiding, boss fighting. And yeah, while every boss is different, the basis of the idea is the same. These ideas can be introduced early in the game so that while you will still have to go through the process of trial and error. But having regular practice at such concepts will allow you to adjust more quickly.

    That sort of system can be done without making life more difficult on other types of players, and would be healthy for the playerbase as a whole. I think it should be supported and implemented - the players will enjoy it, it can be both constructive and rewarding, and it shouldn't really overlap too much with field systems.
    (0)

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