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  1. #1
    Player RiyahArp's Avatar
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    Oct 2017
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    Riyah Arpeggio
    World
    Exodus
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    Scholar Lv 90
    Most people don't ignore Yojimbo's coin mechanics, and he only picks up one or two coins. Now how do you balance that for a challenge?

    A lot of the "make it hard" people have no idea how to actually make things harder. With yojimbo, there's only so many coins four players can pick up at a time, and they are unable to do anything while doing so. One hit breaks the picking up. The actual mechanic is pretty precise, which is why you rarely if ever see people activating ground icons in a fight any more; the "duty action" to activate them in S6N replaces that. It's not a mechanic you can easily just make difficult; if you just make it so you wipe if you don't pick up so many coins, most people as the encounter is now will see no real increase in challenge. If you make his aoes hurt more, people won't see any challenge because they are still easy to dodge.

    You'd have to do stuff like increase the damage from the attack, as well as speed of daigoro and make it much harder to pick up coins. But there's some pretty hard limits on how well players can dodge or act in a time limit, which is why the QTES have generous timeframes. It's not really easy to increase difficulty without making it very pass/fail or "do a mechanic perfectly or wipe." And people keep saying Byakko ex, Susano EX, Lakshimi EX, and Shin normal are easy, and they are about as hard as you could make any real encounter that isn't savage in this game. I think people don't get that its very easy to make stuff too hard for players.
    (1)
    Last edited by RiyahArp; 03-25-2018 at 04:54 AM.

  2. #2
    Player
    Bourne_Endeavor's Avatar
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    Sep 2015
    Location
    Ul'Dah
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    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RiyahArp View Post
    Most people don't ignore Yojimbo's coin mechanics, and he only picks up one or two coins. Now how do you balance that for a challenge?

    A lot of the "make it hard" people have no idea how to actually make things harder. With yojimbo, there's only so many coins four players can pick up at a time, and they are unable to do anything while doing so. One hit breaks the picking up. The actual mechanic is pretty precise, which is why you rarely if ever see people activating ground icons in a fight any more; the "duty action" to activate them in S6N replaces that.
    You missed my point. People only bother with the coin mechanic because it speeds up the fight. If you could ignore it and he just immediately smacks the party after say, fifteen seconds. No one will ever touch it again.

    Now you're being obtuse. Time and again have I cited The Aery, Vault, Stone Vigil, Amdapor Keep and others as example. They have already done better in the past. In fact, simply scaling the dungeons closer to our actual ilvls when they release would at least be something.
    (2)

  3. #3
    Player RiyahArp's Avatar
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    Riyah Arpeggio
    World
    Exodus
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    Scholar Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    Now you're being obtuse. Time and again have I cited The Aery, Vault, Stone Vigil, Amdapor Keep and others as example.
    You already have them in game, and they haven't really taught people anything. And tbh we had dungeons with even more mechanics after, like Neverreap, Baeslar's wall, etc. It's not like there are virtually no mechanically intensive dungeons in this game.

    And some of those aren't even difficult save for certain things. Qarn only is hard because there is no link in a player's mind between "get doom status" and "step on a plate to clear it." Vault was hard mostly because of one boss who sped mechanics up much faster than players were used to; its not hard at all except when he executes all his mechanics within a couple seconds of each other midway through the fight. They aren't really going to change anything if players have that level of difficulty at expert; players will adapt because it's just a random spike in difficulty on a certain boss or an obtuse mechanic.

    Quote Originally Posted by Riardon View Post
    Yes the game became way too easy. It's not a dev fault though. People are just horribly lazy players. Most people want everything with 1 click without any effort. Most people don't even bother to read their skills. Devs just want to appeal to the masses to gain subscriptions. We had challenging dungeons but everyone hated them because they required a bit more effort. We had challenging story trials as well. People cried in forums that it's too hard. So the Devs went ok whatever here is your faceroll 1 click win.
    You've seen how people react to hard content with ex trials and savage; why on earth do people want the rest of the game to swing in that direction? People can't always do savage with their friends due to difficulty, and have the hardest time finding people to do content with in statics or in pugs. Can you imagine that trickling down to story and expert?
    (1)
    Last edited by RiyahArp; 03-25-2018 at 05:38 AM.

  4. #4
    Player Dualgunner's Avatar
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    Aug 2014
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    Gridania
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    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiyahArp View Post
    Most people don't ignore Yojimbo's coin mechanics, and he only picks up one or two coins. Now how do you balance that for a challenge?

    A lot of the "make it hard" people have no idea how to actually make things harder. With yojimbo, there's only so many coins four players can pick up at a time, and they are unable to do anything while doing so. One hit breaks the picking up. The actual mechanic is pretty precise
    The problem is that you can literally ignore every coin, and survive with a pitiful amount of damage. Also no, the mechanic isn't precise at all; yes, getting hit by something interrupts your progress, but there's only one source of damage possible at that time, and it's slow to start becoming an issue.

    To answer "That's why there aren't any activatable icons", remember Rabanastre came *after* V2S. EDIT: In specific, the dark circles mechanic, where the arena is covered with dark circles that all need to be clicked on.
    (2)

  5. #5
    Player RiyahArp's Avatar
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    Riyah Arpeggio
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    Exodus
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    Scholar Lv 90
    Nothing attacks you at all in rab, you just have a bleeding debuff. Its easier to do it than yojimbo, actually. You wiped on it because people thought they should stand in the circles, not click them. And as players do yojimbo now, they don't ignore coins anyways because they can't damage the boss while coins are out. So in practice, most players don't fail the mechanic at all. And when I do that dungeon, people always dodge his stuff and do him mechanically fine. I don't know why people complain about the coins, its a mechanic similar more to Greg's frogs than anything.
    (0)

  6. #6
    Player Dualgunner's Avatar
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    Aug 2014
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    Gridania
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    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiyahArp View Post
    Nothing attacks you at all in rab, you just have a bleeding debuff. Its easier to do it than yojimbo, actually.
    And yet it stands as direct evidence against your claim that the devs no longer use this mechanic type because of duty actions.
    You wiped on it because people thought they should stand in the circles, not click them.
    You wipe in Rabanastre at every fight for all sorts of reasons. Though to be fair, that fight isn't clear about many of its mechanics.
    And as players do yojimbo now, they don't ignore coins anyways because they can't damage the boss while coins are out. So in practice, most players don't fail the mechanic at all.
    The issue, again, is that even when the mechanic is failed, the whole party survives--and not only survives, but survives relatively unscathed.
    I don't know why people complain about the coins, its a mechanic similar more to Greg's frogs than anything.
    Maybe if you listened to people's actual arguments, instead of attacking what you wish they'd have said, you'd know the complaint. Yay, the mechanic is easy to not fail! So are lots of mechanics in the game. But this mechanic, again like lots of mechanics in the game, doesn't punish you for failing. And again, as said earlier, failing in this mechanic would mean not picking up a single coin, or missing more coins than not.
    (4)

  7. #7
    Player
    Zojha's Avatar
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    Aug 2015
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    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Dualgunner View Post
    [...]-and not only survives, but survives relatively unscathed.
    FFXIV woes.

    Where "taking out half of everyone's HP" equals "relatively unscathed", "no punishment" and "a pitiful amount of damage". Where taking everyone to 1 HP to follow up with a raid-wide AoE is an easy normal mode mechanic. And that's not even a punishment for failure, it just happens.

    Poor enemies sure don't have it easy 'round these parts.
    (1)

  8. #8
    Player RiyahArp's Avatar
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    Oct 2017
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    1,471
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    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    It's a bit annoying that someone tells me to listen to actual arguments while not even understanding mine.

    1. Its hard to make yojimbo's coins harder because of the mechanic of picking things up.
    2. I think they made duty action to remedy this, because you dont need to click on things, just hit the action over the object.
    3. Yes, rab has the mechanic too, but even easier; there is nothing to interrupt it.
    4. People already do the mechanic perfectly, not missing any coins in most of the instances I've seen; if they miss it, its one or two.

    you seem to be "omg! he forgot rab has it too!" without even reading anything else.
    (1)

  9. #9
    Player
    Riardon's Avatar
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    Nov 2013
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    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    Yes the game became way too easy. It's not a dev fault though. People are just horribly lazy players. Most people want everything with 1 click without any effort. Most people don't even bother to read their skills. Devs just want to appeal to the masses to gain subscriptions. We had challenging dungeons but everyone hated them because they required a bit more effort. We had challenging story trials as well. People cried in forums that it's too hard. So the Devs went ok whatever here is your faceroll 1 click win.
    (1)

  10. #10
    Player
    KeyboardFacerollname's Avatar
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    Sep 2015
    Posts
    348
    Character
    Stoic Nod
    World
    Sargatanas
    Main Class
    Rogue Lv 75
    I agree with the OP.

    Please stop.

    Make the game easier.
    (4)

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