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  1. #1
    Player
    Xtrasweettea's Avatar
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    Gridania
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    Aelda Schuvorther
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    Lamia
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    Warrior Lv 90
    Quote Originally Posted by Goji1639 View Post
    There's no way to know Coincounters attack hits 360 degrees until it's too late to do anything about it, and it kills you in one hit.

    In Dark Souls you have frame 1 active dodge animations with iframes, so you can avoid attacks based on what the animation looks like. Since FFXIV has limited mobility and no iframes it needs to provide markers, or NOT 1 hit kill you, to create a mechanic that can be reacted to or adjusted for. If FFXIV fails to do either of those things then the mechanic is a failure of basic design principles.
    It’s called trial-and-error, Game King. Something older games had you do plenty of.

    Coincounter actually advertises what attack it will do based on its stance, the charge bar (which DS doesn’t have), the aura he makes, battle text box telling you, and on-screen text cues. That’s FIVE cues. If you cannot see something has changed with five cues, you deserve to be hit. Now with this giant red and orange marker, which now makes it six ways the game is telling you something big is coming.

    Also, the charge is long, if you pay attention, you can get out of range in plenty of time. If you don’t move enough, yes you will get hit. The hitbox size is consistent, and even if you don’t know the exact pixel of distance you need, you know that the long armed large monster with giant mace is going to swing far, better make sure I go farther then that ASAP.

    If you die, then you were undergeared. I have run AV plenty of times as a DPS and healer, with at-level gear, and managed to survive being hit.

    SE gives the player enough to make up the shortcommings of a game that is multiplayer and all events are happening in real time. DS can do iframes with frame 1 active dodging. FFXIV cannot do that due to telecommunication limitations. DS isn’t bound to network environments and things like jitter or packet loss.

    Before you cast your “New player” card for an attempt at sympathy, don’t bother. This game is super friendly to new players and is very forgiving all the way up through the main storyline. I’ve played other MMOs that actually were deadly to new players from the start and were not as forgiving as FFIXV. This includes FFXI.
    (2)
    Last edited by Xtrasweettea; 08-13-2020 at 04:28 AM. Reason: spelling and grammar

  2. #2
    Player Goji1639's Avatar
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    Father Gascoigne
    World
    Jenova
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    Gunbreaker Lv 80
    Quote Originally Posted by Xtrasweettea View Post
    Snip
    This is mostly rambling that misses the point entirely. None of Coincounters cues indicate the attack will be a 360 degree one hit kill, so he could have 100 different colors, stances and cast bars going off before the attack and it wouldn't matter; you still wouldn't know what to do. If you don't know what to do you can't react, so you have no choice but to die.

    Also, there is no "undergeared," dungeons have a minimum ilvl and if you meet it then you're appropriately geared. It's a 1 hit kill if you're not synched (overgeared).

    Also, in most cases SE does make up for the limitations of MMORPG gameplay, but in Coincounters case they failed.

    Quote Originally Posted by Veis_Alveare View Post
    If someone dislikes the XIV gameplay so much and hardly participates in it anyways maybe the game isn't for them.
    I like the gameplay fine for what it is. Coincounters crap is 1 mechanic on 1 boss; fortunately design failure like this aren't too common in this game.

    Also, you need to get over the fact that I didn't bother with Alliance raids.
    (0)
    Last edited by Goji1639; 08-13-2020 at 04:54 AM.

  3. #3
    Player Veis_Alveare's Avatar
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    Veis Alve'are
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    Coeurl
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    White Mage Lv 70
    Quote Originally Posted by Goji1639 View Post
    This is mostly rambling that misses the point entirely. None of Coincounters cues indicate the attack will be a 360 degree one hit kill, so he could have 100 different colors, stances and cast bars going off before the attack and it wouldn't matter; you still wouldn't know what to do. If you don't know what to do you can't react, so you have no choice but to die.

    Also, there is no "undergeared," dungeons have a minimum ilvl and if you meet it then you're appropriately geared. It's a 1 hit kill if you're not synched (overgeared).

    Also, in most cases SE does make up for the limitations of MMORPG gameplay, but in Coincounters case they failed.
    Oh look, more opinions presented as facts.
    (3)

  4. #4
    Player Goji1639's Avatar
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    Father Gascoigne
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    Jenova
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    Gunbreaker Lv 80
    Quote Originally Posted by Veis_Alveare View Post
    Oh look, more opinions presented as facts.
    None of that is really opinion. The basic tenets of good and bad gameplay development practices are already established. I didn't invent them, but I do believe in them. SE has always struggled a bit with gameplay, so a few failures aren't overly surprising or damning. All I was really doing was commending SE for addressing Coincounter.

    What's entertaining about this is the handful of people on this forum who will defend bad gameplay to the death.
    (1)

  5. #5
    Player
    Xtrasweettea's Avatar
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    Aelda Schuvorther
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    Lamia
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    Warrior Lv 90
    Quote Originally Posted by Goji1639 View Post
    This is mostly rambling that misses the point entirely. None of Coincounters cues indicate the attack will be a 360 degree one hit kill, so he could have 100 different colors, stances and cast bars going off before the attack and it wouldn't matter; you still wouldn't know what to do. If you don't know what to do you can't react, so you have no choice but to die.

    Also, there is no "undergeared," dungeons have a minimum ilvl and if you meet it then you're appropriately geared. It's a 1 hit kill if you're not synched (overgeared).
    Your point is:
    1. I don’t know what attacks will “1 shot me”
    2. I don’t know what the attack does, who the attack does it to, where does the attack occur, when does it occur, how does it occur

    The answer to your points are trial-and-error. Which most of us had explained to you, but you are choosing to either not getting it or purposely ignoring it because this keeps the conversation within your frame and keeps you on a theoretical high ground.

    My “rambiling” is an explanation on how much SE gives the player so the player can make a decision. This game never tells you if it is a “one-shot” outright. For most of the names of the attacks in this game, they are pretty self-descriptive. Coincounter has simple attack names.
    • 10-Tonze Swipe: You should be able to pick up just from the word “swipe” that it would hit in front of the boss. You swipe in front of you in real life. 10 Tonze sounds close to 10 Tons. This will hurt some.
    • 100-Tonze Swipe: Again, basic high-school English states this will occur in front of the boss, but 100 is more than 10, so it might hurt more
    • 100-Tonze Swing: swing is 360, you swing your arms around your body, again high-school English. That 100 Tonze value again, seems like it will hurt, better move.
    • Glower: comes with 5 cues and a walking animation. Hits far away. This will be the only one that is not intuitive… but it is also the one that deals the second to smallest amount of damage as compensation
    .

    SE does enough hand-holding already. How much more do you need? I am asking you as in “you” proper, because this has to nothing to do with new players and everything about Goji.
    (1)

  6. #6
    Player Goji1639's Avatar
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    Father Gascoigne
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    Jenova
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    Quote Originally Posted by Xtrasweettea View Post
    SE does enough hand-holding already. How much more do you need? I am asking you as in “you” proper, because this has to nothing to do with new players and everything about Goji.
    Giving you a way to react to your opponents attacks isn't hand holding, it's just the absolute most basic part of designing combat in a game. Every attack has a tell and a correct response; you just have to notice the tell and react correctly or you die. SE just forgot the part about adding a tell and went straight to you dying. They forgot step 1 in the 2 step process of constructing a competent fight.

    I mean, forgetting that whole step is a mistake you RARELY see in games; I think you'd all be hard pressed to find another game with a mechanic that works like Coincounters. Still, I'm merely commending SE for deciding to address it.
    (0)

  7. #7
    Player
    Xtrasweettea's Avatar
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    Aelda Schuvorther
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    Lamia
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    Warrior Lv 90
    Quote Originally Posted by Goji1639 View Post
    Giving you a way to react to your opponents attacks isn't hand holding, it's just the absolute most basic part of designing combat in a game. Every attack has a tell and a correct response; you just have to notice the tell and react correctly or you die. SE just forgot the part about adding a tell and went straight to you dying. They forgot step 1 in the 2 step process of constructing a competent fight.

    I mean, forgetting that whole step is a mistake you RARELY see in games; I think you'd all be hard pressed to find another game with a mechanic that works like Coincounters. Still, I'm merely commending SE for deciding to address it.
    Goji, you know what I meant about hand-holding. Don’t try to change the meanings of my words to keep your theoretical high-ground.

    What you call a “tell” is a another visual cue. It is not the absolute cue. It is not the sole cue that tells people to react. It is one of the multiple cues that exists at the same time to provide an output to the player so the player can make a choice to do something with that output to create their own outcome. Whether that be moving or taking the hit in the case with Coincounter.

    The didn’t “forget” the tell. If that were true, then they would have fixed that years ago. It was a design decision at the time.

    You do not consider the fight complete because it is missing 1 out of 6 cues. Other people disagree.

    I can easily find a game that has the exact same mechanic like Coincounter’s: FFXI. Every mob in that game has attacks that do not have a ground AOE marker to telegraph where that attack is going to hit. You only have three cues that something is going to happen. Sometimes mobs have an attack that can have multiple outcomes and you have no way to know what will happen. Goblin Bomb Toss is an example: can have three outcomes; a close range aoe that can deal high damage, a close range aoe that deals low damage, a self-inflicting attack that kills the goblin. FFXI still has players. That game isn’t dead.

    I can name a whole franchise: Dynasty Warriors. The literal fast food of the musou genre has no indicators of where attacks will land. Lu Bu going is going to one-shot you and all you see is a change in animation and sound cue. Unless you have seen the attack before, you don’t know how the attack works. All you have is change in animation to look at from your enemy. Oh, and how musou attack works change in each installment. So what Lu Bu does in 5 isn't what he does in 6. You only have the option to run or block (in 7, 8, and 9 you have counters you can execute with one button).

    Fallout 4: No AOE indicators. I guess I'll die then.
    (2)

  8. #8
    Player Veis_Alveare's Avatar
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    Veis Alve'are
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    Coeurl
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    White Mage Lv 70
    Quote Originally Posted by Goji1639 View Post

    Also, you need to get over the fact that I didn't bother with Alliance raids.
    If you really think its your lack of alliance raid experience that causes me to call you unqualified to make these assertions I feel like maybe you should log off the forums and enjoy a few moments of introspection.

    (Cause theres plenty more)

    Can you imagine doing the new nier raid? There are so many things without blatant, orange floor indicators... how did any of us make it through?
    (4)

  9. #9
    Player Goji1639's Avatar
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    Father Gascoigne
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    Quote Originally Posted by Veis_Alveare View Post
    If you really think its your lack of alliance raid experience that causes me to call you unqualified to make these assertions I feel like maybe you should log off the forums and enjoy a few moments of introspection.

    (Cause theres plenty more)

    Can you imagine doing the new nier raid? There are so many things without blatant, orange floor indicators... how did any of us make it through?
    You're just being dense now, likely on purpose but maybe not.

    The point isn't just about floor indicators specifically and the point was never me saying that Coincounter, or fights similar to him, are entirely unbeatable. It's just bad design, period. I've played enough video games to be "qualified" to say that; whereas you seem to have very little familiarity with anything that isn't an MMO, or specifically this MMO. It's easier to assess gameplay when you've seen a lot of the best and worst; and I'm guessing you haven't played many legitimately difficult games.
    (0)
    Last edited by Goji1639; 08-13-2020 at 10:43 PM.

  10. #10
    Player Veis_Alveare's Avatar
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    Veis Alve'are
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    Coeurl
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    White Mage Lv 70
    Quote Originally Posted by Goji1639 View Post
    You're just being dense now, likely on purpose but maybe not.

    The point isn't just about floor indicators specifically and the point was never me saying that Coincounter, or fights similar to him, are entirely unbeatable. It's just bad design, period. I've played enough video games to be "qualified" to say that; whereas you seem to have very little familiarity with anything that isn't an MMO, or specifically this MMO. It's easier to assess gameplay when you've seen a lot of the best and worst; and I'm guessing you haven't played many legitimately difficult games.
    My dude, you don't get to talk about difficulty when difficult content to you is like what... story mode trials? The Mist Dragon? I mean you don't raid, you haven't done 24m raids, I assume you're also missing normal mode raids and any current EX trials? You have absolutely no idea about most of this game. I don't care if you oneshot every boss in Dark Souls, it would make you exactly 0% more qualified to speak on this subject.

    Come on back and have a chat when you're able to maintain uptime and your rotation while also performing constant and potentially varied mechanics. I'm very willing to bet you can't even do one or the other because both take practice.

    You want to be able to judge things in XIV when you're legitimately one of the least knowledgeable people about it that I've seen on the forums. Of course Coincounter seems like he needs AoE indicators to you, you've done almost nothing that has visual tells so you aren't used to looking for them.

    A giant wind up and the word "swing" is more than enough to tell you to get out. If it isn't, and you die, next time you see the mechanic it will be. That's one of the ways learning happens.
    (5)
    Last edited by Veis_Alveare; 08-13-2020 at 11:02 PM.

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