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  1. #1
    Player
    Dragonexx's Avatar
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    Mar 2020
    Location
    Ul-Dah
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    37
    Character
    Lachelle Kisne
    World
    Mateus
    Main Class
    Black Mage Lv 90

    Random Elements in Fights

    So after lurking around on this site for a while as well as making note of the games design, it seems a lot of it (class design, meta strategies, optimization, general gameplay) revolves around how heavily scripted fights are. Which makes me wonder, how would these things change if more random elements were introduced, primarily in regards to enemy mechanics?
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  2. #2
    Player
    Join Date
    Jul 2020
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    128
    Every time you enter a roulette you get a random dungeon is that not random enough for you?
    (1)

  3. #3
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Dragonexx View Post
    So after lurking around on this site for a while as well as making note of the games design, it seems a lot of it (class design, meta strategies, optimization, general gameplay) revolves around how heavily scripted fights are. Which makes me wonder, how would these things change if more random elements were introduced, primarily in regards to enemy mechanics?
    Stone Vigil hard mode's final boss is about the only one that has truly "random" mechanics and that is limited to a few moves, all which have signature tells. there would have to be a massive shift in dev philosophy for them to move away from current design parameters.
    (0)

  4. #4
    Player
    Cyreil's Avatar
    Join Date
    Mar 2016
    Posts
    358
    Character
    Zyreil'a Yeren
    World
    Balmung
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by DrWho2010 View Post
    Stone Vigil hard mode's final boss is about the only one that has truly "random" mechanics and that is limited to a few moves, all which have signature tells. there would have to be a massive shift in dev philosophy for them to move away from current design parameters.
    Rathalos embraced it.

    I think more fights like Rathalos would be interesting in terms of fight randomness, just not in every single fight from here on out.
    (2)

  5. #5
    Player Doozer's Avatar
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    Aug 2013
    Location
    Eureka Orthos
    Posts
    2,007
    Character
    Gunnar Mel'nik
    World
    Diabolos
    Main Class
    Bard Lv 90
    Quote Originally Posted by Cyreil View Post
    Rathalos embraced it.

    I think more fights like Rathalos would be interesting in terms of fight randomness, just not in every single fight from here on out.
    I was just thinking of Rathalos when I read this thread. I loved that fight so much (probably because it was easier having played Monster Hunter) and having it be all about actually reacting to each attack instead of just "okay it's doing the tankbuster, then it's the room-wide AoE, then it'll jump to the center and drop AoEs..." it gets so boring when everything is so predictable. That alone is why I don't even bother with Savage and higher, it's just a memory game. I like to adapt to what happens instead of memorizing everything.
    (0)

  6. #6
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Cyreil View Post
    Rathalos embraced it.

    I think more fights like Rathalos would be interesting in terms of fight randomness, just not in every single fight from here on out.
    Rathalos also doesn't have much in the way of actual mechanics beyond "Dodge the AOE based on the tell" and "stack up to soak fireball".
    (0)

  7. #7
    Player Doozer's Avatar
    Join Date
    Aug 2013
    Location
    Eureka Orthos
    Posts
    2,007
    Character
    Gunnar Mel'nik
    World
    Diabolos
    Main Class
    Bard Lv 90
    Quote Originally Posted by SpeckledBurd View Post
    Rathalos also doesn't have much in the way of actual mechanics beyond "Dodge the AOE based on the tell" and "stack up to soak fireball".
    I mean, can't that describe like 90% of other fights anyway? Dodge AoEs and stack for stuff sometimes?
    (0)

  8. #8
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Doozer View Post
    I mean, can't that describe like 90% of other fights anyway? Dodge AoEs and stack for stuff sometimes?
    Yeah but rathalos is simple to the extreme. Sit on side the entire fight
    (1)

  9. #9
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,092
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    The problem with adding randomness to an encounter is that too much of it can start to stray into artificial difficulty territory if certain combinations/timings of mechanics end up being much rougher to deal with.

    Having played WoW in its earlier days, some of its mechanics could vary between being either trivial or hellish depending when/where they decide to occur and/or who they target. They eventually learned their lesson and largely stopped having unpleasant scenarios such as both healers or tanks being temporarily out of commission or otherwise placed into a situation that limits or prevents them from executing their role
    (0)

  10. #10
    Player
    frostmagemari's Avatar
    Join Date
    Aug 2013
    Posts
    568
    Character
    U'tabia Aisibhirwyn
    World
    Mateus
    Main Class
    Armorer Lv 90
    Quote Originally Posted by KageTokage View Post
    The problem with adding randomness to an encounter is that too much of it can start to stray into artificial difficulty territory if certain combinations/timings of mechanics end up being much rougher to deal with.
    Having played WoW in its earlier days, some of its mechanics could vary between being either trivial or hellish depending when/where they decide to occur and/or who they target. They eventually learned their lesson and largely stopped having unpleasant scenarios such as both healers or tanks being temporarily out of commission or otherwise placed into a situation that limits or prevents them from executing their role
    At the same time though, there is a middle ground between completely random events and perfectly scripted events. You mentioned WoW, and they have come up with a good system of how this is done. The bosses will not use their abilities in a perfect order, but rather they have a cooldown for each ability and there is a window after the ability is usable that they will use said ability; in addition to not allowing for shotgun uses of different abilities. This sometimes allows for one ability to happen before or after another, depending on how the windows fall. You can never have a truly randomized encounter without making it very basic, but you are not able to plot out the fight from start to finish before you start the encounter either.

    It'd be easy enough for XIV to start to transition to something like that, they just have to be willing to try it instead of staying with the formula they have that ends up making a lot of the game feel the same.
    (3)
    Last edited by frostmagemari; 07-17-2020 at 01:32 PM.

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