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  1. #1
    Player RiyahArp's Avatar
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    Oct 2017
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    Character
    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)

  2. #2
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiyahArp View Post
    It's a bit annoying that someone tells me to listen to actual arguments while not even understanding mine.
    It's easy to say that, but the evidence shows you're the one ignoring/misunderstanding arguments.

    1. Its hard to make yojimbo's coins harder because of the mechanic of picking things up.
    No, it isn't. The mechanic of picking things up is easy in and of itself, and moreover, it can definitely be harder than "everybody went afk for this mechanic and we're fine."
    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.
    And yet we still have current content using clicking in Rabanastre, which came after 6s.
    EDIT: Here's a hint for my point here: if they are using duty action to completely phase out clicking, they're doing a bad job of it because Rabanastre still uses clicking.
    3. Yes, rab has the mechanic too, but even easier; there is nothing to interrupt it.
    You can step on landmines and get interrupted.
    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.
    But wait Riyah, I thought the clicking mechanic was too hard. It can't be so easy everybody does it perfectly, and yet so hard they can't make it punishing for not doing it.

    you seem to be "omg! he forgot rab has it too!" without even reading anything else.
    Your arguments are contradictory at worst and argumentative for argument's sake at best. You're missing the point on purpose: Yojimbo's mechanic isn't punishing enough if you were to just blatantly ignore it. It creates a precedent of carelessness.
    (2)
    Last edited by Dualgunner; 03-25-2018 at 01:54 PM.

  3. #3
    Player
    Tridus's Avatar
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    Jun 2017
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    The Goblet
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    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by RiyahArp View Post
    It's a bit annoying that someone tells me to listen to actual arguments while not even understanding mine.
    Or maybe you're just wrong?

    1. Its hard to make yojimbo's coins harder because of the mechanic of picking things up.
    I'm pretty sure it's possible to make something harder than "ignore it entirely and still pass." There's a wide gap between requiring 100% coin pickup or wiping a party, and the current version where you can ignore it entirely, pick up no coins, and still not have a single person die even when you don't outgear it.

    I have no understanding of how you can't tell the difference. It's impossible to fail this mechanic. Why even bother with it except as window dressing?

    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.
    They added duty actions because of stuff like Vrill and the levitation thing that don't have anything to click on. It certainly helps with the brush because clicking on something with 8 other people on top of it is pretty hard, but that doesn't apply to the coins as you're spread out and they're huge, easy targets. Making you walk up to it and press the duty action button would change very little about the difficulty.

    3. Yes, rab has the mechanic too, but even easier; there is nothing to interrupt it.
    There's a reason why Rab is considered to have front loaded difficulty, after all.

    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.
    I was in one the other day that missed half of them. It makes no difference. That's the whole problem: there's no real reason to care a lot about it because failing it doesn't matter in the slightest.
    (1)
    Last edited by Tridus; 03-25-2018 at 09:05 PM.
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642

  4. #4
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
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    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Tridus View Post
    Or maybe you're just wrong?.
    No, it's not easy to do it. It's because you cannot move while activating and being attacked breaks it. That changes encounter design radically. and virtually every instance you see that happen its easy. Leviathan's "activating the elemental converter" is the same way. Or 07's activate the gob medicine; only one person needs to, and then you just run under it. Activating icons makes the player a lot more vulnerable than normal gameplay, and restricts what they can do more. When you have four players, you also cap how many things they can grab at a time. It's the same thing like the gameplay where you need to use a key item on something to weaken it. If you make it too hard, the player often can't use the item in between attacks, which is why they do the reverse more now; you use the key item at the end, not the beginning, and the mobs tend to have long periods of inactivity when you spawn them if they still do it.

    As for doing it, they like players to have different mechanics during down time. There's no point to QTE's either; none are particularly hard, but they serve as rest mechanics as well as breaking up the stale dodge-based gameplay. Yojimbo's mechanic is also one of the few mechanics where we have actual story and dialogue in it. Not everything is a challenge or designed to be.

    In most MMO's, every patch cycle obsoletes the previous skill set. FFXIV basically acknowledged this is what normally happens and instead "stacked" the skills that are basically the same, and scales them by level/level-sync. But other MMO's also tend to lock you to one class/job, so if you pick healer in another game, you are basically picking the hard/hardest class to level because you do so much less damage and have much less of DPS toolkit, if any. Where as if you pick a DPS class in other MMO's, you usually end up with no self-healing toolkit at all and have to rely on expensive pots. So if you are really good at getting money in the game, it's easy. If you're not, then it's a grind either way.

    Like for all the flack FFXIV gets for being easy, it doesn't let you faceroll all the content by acquiring the best gear and no skill, which is what many other MMO's do. "Here's new gear, it makes (easy content) so easy that you 1-hit-ko everything, including the boss."

    If they tightened up the ilevel sync to the original release values, it would be more fun when replayed, but it would make gear pointless.
    Yeah, other MMOs generally have a much different style of difficulty and progression. Stuff like making the challenge gear acquisition just to get into the instance then huge RNG to get the next set of gear is the norm, not so much the actual mechanics. If they tightened up level sync, they might as well just make this an action game, since that is what it would be.

    The reason they don't make anything strong is because players like you begged for something like SOA in FFXI and SE came out and said it wasn't made for casuals, it was strictly for the elite players.
    You can go further back than that. They tried the whole "make low level content difficult" thing with Chains of Promathia. It failed pretty badly imo, with Sea being the least occupied endgame area because it simply was too hard for most players to get the story done. People got stuck at many points and never finished it because the bosses were nightmares. So TOAU was the beginning of them moving away from hardcore stuff, and trying to soften difficulty a little. COP was a really divisive expansion when it came out, and TOAU had to fix a lot of what it did; it wound up being too hard and a lot of people never bothered finishing it.
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    Last edited by RiyahArp; 03-25-2018 at 10:09 PM.

  5. #5
    Player
    Zeonx's Avatar
    Join Date
    Mar 2014
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    957
    Character
    Zeon Darksol
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Quote Originally Posted by RiyahArp View Post
    You can go further back than that. They tried the whole "make low level content difficult" thing with Chains of Promathia. It failed pretty badly imo
    Oh yeah I completely forgot that, I beat it when they made it easy, though my cousin went at it in hard mode and won he said it was a nightmare on airship battles and tenzen with the taru's in background also walking through the mazes.

    But others had problems doing it and were left behind cousin tried to help people they didn't want help after a while just waited for the nerf.

    He basically said COP was best expansion made for FFXI.
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