I really liked the last 3-4 replies (Sortis and Riaayo), thank you for the support guys, i hope our voice will be heard![]()
And yes i'm 99% sure that with 2.0 the situation will be really better on the fight side and all the related balances![]()
I really liked the last 3-4 replies (Sortis and Riaayo), thank you for the support guys, i hope our voice will be heard![]()
And yes i'm 99% sure that with 2.0 the situation will be really better on the fight side and all the related balances![]()
With the current netcode and the huge latency differences it is hard for a programmer to make a fight thats not too easy for japanese players,nor too hard for the rest. Moving from something that should have appeared below you a second earlier isn't easy :P
That aside I agree that ranged damage dealer have the advantage in most fights - on Ifrit for example melees take way too much damage if they're in attack-range, on the Moogle they have to waste way too much time running around.
I see what OP is saying here. This game is not quite as action-based as some other MMO's out there. For me, though, that's why I play it. A lot of the fights are more strategy based, and as most players come from FFXI where that's how you had to beat things. It's just taking the nuances between each class and ability and essentially abusing them to the point where you have a working strategy that gets the fight done as fast as possible as smoothly as possible. I don't like the fact that melees are underused right now, but honestly I do find it kind-of silly. Throw a mnk war and lnc on something and you can be sure to see a few stuns, blinds, and pacification going off. As long as your healing can deal with it it's just as valid, everyone just needs to know what they're doing.
People don't bother doing this, though. You can just throw a few ranged DD's at soemthing, and not have to worry about the quality of your support. Less people on the floor, and the fight just goes smoother. You could say the same for a lot of FFXI fights.
That being said, even action MMO's can have their abuses of game mechanics. In DCUO the best way of beating someone in PvP was often a combination of clipping ability animations and ending on an ability that gave you a 60% boost to normal attacks, and follow it up with a combo.
I'm fairly certain in both cases it's just a matter of dev intentions vs player utilization. People don't see a reason to try things any way other than the easiest. Personally, I think the additional effects on almost every combo should warrant having a range of DD's, but perhaps something else needs to be done. I just love doing a fight on MNK and being able to do almost any combo and see some effects getting thrown on what we're fighting. It could be that these effects aren't as potent as they should be, and should be increased so that putting them on mobs outweighs the extra healing needed by a melee job.
Phobos, I would agree with you about XI, BUT people actually used melee for a ton of things and they had dedicated whm's to heal them also. I dislike tanking on PLD cause 9/10 times my cure's are a waste of mp cause i have 2 whm's tossing cures at me none stop, after they fixed cure's don't show for the amount it would heal all the time thing I see so many 0's and just think wow he could healed a melee with that.
...why? If people want it, why abandon it. Not every game needs to be ACTION ACTION ACTION all the time. It's not like one is inherently better than another.Some dinosaurs need to stay buried. I realized lots of people enjoyed FFXI and at the time it was a pretty solid game... but we're 10 years in the future and that stuff just doesn't cut it anymore.
If people want slow paced RPGs, they exist in single player form. I just can't really imagine a MMO setting in this day and age that could cater to the slow-paced RPG style without being absolutely boring or wasting a lot of people's time with waiting.
This is the problem with "good players", they want the quickest and most efficient way to kill shit because it would be "annoying" (note: actually a challenge) to fight it any other way.
As for the subject, I'm just reading the title. "Is this Fun in 2012?" Fun is subjective. It's not a gray area, it's black and white, you either find it fun or you don't, there's no standard to subjectivity.
I don't do much content, but when I did Ifrit the #1 thing that killed the fight (and mechanics) for me, was animation lock. They absolutely, 100%, NEED to fix animation lock before they can make battles more interesting. If you watch boss battles from other MMOs you may deem more "fun", you'll notice there is a lot of movement going on and people are constantly having to dodge barrages of ranged attacks, some of which may punish proximity. In FFXIV, these mechanics are impossible due to animation lock.
Either way, I do think the game is "fun" as a game, but I would have to agree that content in this game needs serious help. And animation lock, in my opinion, is easily the top issue, even above latency or boss/class/job design.
oh, look. it's one of those "I haven't done this yet but it sucks" threads, combined with one of those "i have unreasonable expectations from devs working with an engine and coding structure which simply doesn't allow for much more than they're currently giving us" threads. weird. never seen that before in this forum. never ever.
truly bizarre.
Exactly. That kind of stuff is 10 years ago and makes me fall asleep.Some dinosaurs need to stay buried. I realized lots of people enjoyed FFXI and at the time it was a pretty solid game... but we're 10 years in the future and that stuff just doesn't cut it anymore.
If people want slow paced RPGs, they exist in single player form. I just can't really imagine a MMO setting in this day and age that could cater to the slow-paced RPG style without being absolutely boring or wasting a lot of people's time with waiting.
I still find it funny people lack patience or need everything fast paced then complain about a lack of content or 'copy/pasted content' in other MMOs because you blow through everything too quickly.
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