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  1. #1
    Player
    Rutelor's Avatar
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    Mar 2011
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    Rutelor Mhaurani
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    Balmung
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    Thaumaturge Lv 70

    The length of battles, the pace of combat... and the overall feel of fighting.

    I know I'm far from the only person that thinks foes die too fast. But I've been quite vocal about it. I've been writing about it here, since the Tanaka beginnings, all through the New Team's tenure.

    Regardless of which class I play, it tends to be the same: With the exception of Primal battles, and some High Level NMs, when battling in party, I can barely hit a mob, or any in a group of foes (even a large one,) let alone use my TP actions, not to mention combos, before the thing is dead.

    And I'm not referring to free roaming monsters, or solo-friendly content. Strongholds, dungeons, behests and caravan-escort events all suffer from the same malady. Battles feel inconsequential, perfunctory and ultimately unsatisfying, because each individual monster is no match for a full party. More scandalously still, entire hosts of them are frequently way below being an even match. Even when my LS decides to low-man a dungeon, with the purpose of farming chests, the mobs feel like a breezy dispatch. Invariably, obstacles derive from being overwhelmed by large numbers of mobs, in which case, there's little to do other than wait for swift death.

    In the strongholds, even when you're getting astronomical amounts of experience, the excitement is scant. And there's a sense of disproportion between the effort and the reward. There's no strategy, no theorycrafting, and almost no difference if (as, say, a THM) you cast Lightning, Fire or Blizzard. Ultimately, all these facts, which I assume have been introduced on purpose by the devs (I would hate to think that this is accidental,) rather than making the game feel more exhilarating, and less grindy, end up producing the opposite effect. The rhythm of the game ends up being limp, unvaried, and tiring. And unrewarding, paradoxically enough, despite the high rewards.

    I think at this point, I'm concluding than rather than combat based on waves of numerous, rather repetitive and barely differentiated mobs, I'd much rather have fewer, longer to dispatch, and more resourceful mobs coming my way. If a party of them is going to attack me, or if linking is going to add numbers to the equation, I'd like for the resulting group to be a structured party of differing classes/jobs, all vying for my comeuppance. At present, 15 mobs coming against me and my friends and, literally, seconds later lying dead at my party's feet only makes me feel like they are no enemies, but rather nuisances. My inner adventurer wants, instead, to feel like it's facing formidable challenges.

    R
    (22)
    Last edited by Rutelor; 01-18-2012 at 09:28 AM. Reason: Made clear I'm talking about party situations in second paragraph.

  2. #2
    Player
    yukikaze_yanagi's Avatar
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    Ul-dah
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    Character
    Yuki Ynagi
    World
    Ragnarok
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    Pugilist Lv 90
    I can understand it to a degree, but right now we are facing a many vs many environment. Since mages take sleep much high in the level mobs need to be disposed quick.
    A possible way to fix it is lowering level of sleeps (like level 15) and double exp gained, so exp don't become slower.
    That's another thing to understand btw: this is a game where you can solo your levels. How you can solo a mob so strong you need 8 people and 5 minute to kill it ?
    (0)
    Last edited by yukikaze_yanagi; 01-16-2012 at 07:54 PM.

  3. #3
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    Quote Originally Posted by yukikaze_yanagi View Post
    I can understand it to a degree, but right now we are facing a many vs many environment. Since mages take sleep much high in the level mobs need to be disposed quick.
    A possible way to fix it is lowering level of sleeps (like level 15) and double exp gained, so exp don't become slower.
    That's another thing to understand btw: this is a game where you can solo your levels. How you can solo a mob so strong you need 8 people and 5 minute to kill it ?
    Elite monsters. Higher difficulty and substantially higher reward to justify the effort for parties.

    There you go, I just found a solution in 20 seconds. I imagine if the devs actively think about it they could do a lot better.
    (0)

  4. #4
    Player
    yukikaze_yanagi's Avatar
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    Yuki Ynagi
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    Ragnarok
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    Pugilist Lv 90
    Quote Originally Posted by Sephr View Post
    Elite monsters. Higher difficulty and substantially higher reward to justify the effort for parties.

    There you go, I just found a solution in 20 seconds. I imagine if the devs actively think about it they could do a lot better.
    So every field mob should be elite ? <_< i hope you know i'm speaking of exp mobs, not dungeons or similar
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  5. #5
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    Quote Originally Posted by Sephr View Post
    Elite monsters. Higher difficulty and substantially higher reward to justify the effort for parties.

    There you go, I just found a solution in 20 seconds. I imagine if the devs actively think about it they could do a lot better.
    I agree. We need "party mobs" that are specifically meant for groups of players to take on. These mobs have higher hp and stats than normal mobs their level and return higher exp. These mobs will be located in strongholds, dungeons, and any other designated group exp spot.
    (2)

  6. #6
    Player
    Catapult's Avatar
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    Thal Icebound
    World
    Ravana
    Main Class
    Dancer Lv 100
    The pace of battles is a recurring issue in RPGs in general these days. Lots of games are looking for ways to avoid the stereotype of battle systems and thus speed up the pace and/or streamline battle. Square Enix's games appear to be no exception.

    One of the biggest criticisms at launch was that the combat system was... well, boring. In response to this, they have made moves to tie it into something more exciting and fast-paced, which of course results in things finishing quicker, allowing you to move on to the next foe.

    Sorry buddy, but slow battles just isn't the way things are going these days.
    (4)

  7. #7
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    Quote Originally Posted by Catapult View Post
    The pace of battles is a recurring issue in RPGs in general these days. Lots of games are looking for ways to avoid the stereotype of battle systems and thus speed up the pace and/or streamline battle. Square Enix's games appear to be no exception.

    One of the biggest criticisms at launch was that the combat system was... well, boring. In response to this, they have made moves to tie it into something more exciting and fast-paced, which of course results in things finishing quicker, allowing you to move on to the next foe.

    Sorry buddy, but slow battles just isn't the way things are going these days.
    Are you sure about that? People say different ^.^ just click >>>>> http://forum.square-enix.com/ffxiv/t...-Longer-fights yes please longer fights!
    (0)

  8. #8
    Player
    Rutelor's Avatar
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    Rutelor Mhaurani
    World
    Balmung
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    Thaumaturge Lv 70
    Quote Originally Posted by Catapult View Post
    The pace of battles is a recurring issue in RPGs in general these days. Lots of games are looking for ways to avoid the stereotype of battle systems and thus speed up the pace and/or streamline battle. Square Enix's games appear to be no exception.

    One of the biggest criticisms at launch was that the combat system was... well, boring. In response to this, they have made moves to tie it into something more exciting and fast-paced, which of course results in things finishing quicker, allowing you to move on to the next foe.

    Sorry buddy, but slow battles just isn't the way things are going these days.
    I wish I could agree with what seems to be common so-called-wisdom these days in that speed = excitement. That's a poor imagination's solution for a problem that actually demands quite a bit of ingenuity. And actually, being just one more among the crowd is antithetical to being distinguished. And I think to perceive SE's intentions to distinguish themselves.

    R
    (1)

  9. #9
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    Felis's Avatar
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    Skadi Felis
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    Ragnarok
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    I think the strongholds aren't mean to be soloable.
    SE don't need to make all enemies stronger, but the enemies in the party areas.
    (0)

  10. #10
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    AdvancedWind's Avatar
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    Ashley Zeibel
    World
    Sargatanas
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    Arcanist Lv 60
    Quote Originally Posted by yukikaze_yanagi View Post
    That's another thing to understand btw: this is a game where you can solo your levels. How you can solo a mob so strong you need 8 people and 5 minute to kill it ?
    Quote Originally Posted by Rutelor View Post
    And I'm not referring to free roaming monsters, or solo-friendly content. Strongholds, dungeons, behests and caravan-escort events all suffer from the same malady.



    <type10charactershere>
    (0)

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