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  1. #1
    Player
    MaxCarnage's Avatar
    Join Date
    May 2021
    Location
    Ul'Dah
    Posts
    391
    Character
    Adiah Highborn
    World
    Faerie
    Main Class
    Scholar Lv 52
    Quote Originally Posted by Payadopa View Post
    There, there. Having a discussion isn't easy.
    Lost art and all that. Don't pop a coronary.
    Ah, so your intention is to troll. You strawman and then proceed to try and belittle them.

    Sure, having a discussion is hard when the opposing side purposefully misrepresents your case. And what, they're popping a coronary because they had to capitalize what you purposefully couldn't figure out yourself?

    You're nothing more than a troll.
    (13)

  2. #2
    Player
    Namingwayfinder's Avatar
    Join Date
    Dec 2017
    Posts
    23
    Character
    Naming Way
    World
    Lamia
    Main Class
    Warrior Lv 70
    I think OP has a point here, that trusts are a good learning mechanic. Most of the time, the NPC's react early to mechanics, and that can be very helpful your first time through. Hell, with ShB dungeons, I was glad that I got to do it with NPC's who would do the mechanics, even if they forget how to DPS while doing mechanics. I personally think that is the benefit of playing with other players, they don't forget how their kit works when mechanics pop (for the most part). Personally, I'm kind of a speed freak, but like to pull at the pace of my healer, and Urineanger sometimes does forget to heal in an inorganic way that most player healers don't.

    I do think doing a trust first that unlocks the dungeon for roulettes is an interesting idea. It would be more story oriented, as FF14 is a much more story focused MMO. It would also provide time for players to enjoy the cutscenes (looking at you tank and healer mains). One thing I've noticed is tanks/healers do get pressured in duty finder to skip cutscenes because "You can go back and watch them." This is inherently not how FF14 is designed, Yoshi P. has said numerous times that story is really the big component to 14. At least in the trust, you can skip the cutscenes without two dps yelling, "OMFG CUTSCENE WATCHER SO SLOW," which I've seen in a lot of situations. For a game whose biggest draw is it's story, this is the most logical way to tell the story you want to tell and let players have some choice in how fast they go through the dungeon on the first try. It would also help tanks/healers at least see mechanics and how they should be reacted to. I don't really give people grief if they mess up their first few times in a dungeon for that reason alone, not everyone can be lightning quick to understand mehanics, not everyone remembers that some mechanics are shared, not everyone knows that most mechanics are a combination of other, previous mechanics. The trust gives a way to see any new mechanics that may get people screamed at by losers for messing up their first time through the dungeon.

    I dunno, I've tanked since 2.0 came out and I can certainly understand the want to immerse oneself in the story or have a low pressure scenario. Is it most efficient to do only trusts? No, definitely not. Is it more immersive? I would say yes.
    (5)

  3. #3
    Player
    Xirean's Avatar
    Join Date
    Aug 2021
    Posts
    857
    Character
    Xirean Summit
    World
    Goblin
    Main Class
    Dark Knight Lv 100
    I couldn't care less about trusts. If they work for some people then more power to them. I have no interest in playing with AI. So long as it never becomes a requirement or the content doesn't get altered to fit with what they AI can do; then I don't care what they do with it. I'd support anything to make trusts better though. If only that it makes the people that use them happy.
    (4)

  4. #4
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,656
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 99
    The current Trust system allows players to determine if they want their first run-through of content to be with AI players or live players. Period.

    It isn't a "teaching tool", nor are you required to do the exact same content with live players before it ends up in your Roulette.

    Thankfully.

    Why would that change? Why, other than punishment of people who utilize the Trust system, is this seen as a 'requirement' for what is mostly leveling content?
    (10)

  5. #5
    Player
    Xaruko_Nexume's Avatar
    Join Date
    Jun 2021
    Posts
    671
    Character
    Xaruko Solo
    World
    Seraph
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by DPZ2 View Post
    The current Trust system allows players to determine if they want their first run-through of content to be with AI players or live players. Period.

    It isn't a "teaching tool", nor are you required to do the exact same content with live players before it ends up in your Roulette.

    Thankfully.

    Why would that change? Why, other than punishment of people who utilize the Trust system, is this seen as a 'requirement' for what is mostly leveling content?
    Thats what I can't wrap my head around either. The only viable explanation I can come up with is some of most vile and unnecessary gatekeeping efforts I've ever come across in an MMO.
    (6)

  6. #6
    Player
    Shironeko_Narunyan's Avatar
    Join Date
    Jul 2021
    Posts
    395
    Character
    Noraneko Narunyan
    World
    Sophia
    Main Class
    White Mage Lv 90
    My server is in a Japanese DC, and many Japanese people want to make sure they know the dungeon before they run it with strangers, so they don't mess up and are embarrassed. The fact that you have to execute the mechanics properly, or you have to restart the fight is actually a good point. In a team with players, you can get carried and never learn to do it properly. With Trust, you'll not finish the dungeon until you learn the fights.

    The fact that Trust NPCs don't judge you, tell you to hurry or think bad of you for messing the same mechanic up 3 times in a row is huge.

    And then, sometimes you're in the mood to play, but don't want to deal with people. Trust is fine for that.

    And last but not least, YoshiP already said they'll expand the range of Trust-supported content.
    (10)

  7. #7
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,647
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Shironeko_Narunyan View Post
    The fact that you have to execute the mechanics properly, or you have to restart the fight is actually a good point. In a team with players, you can get carried and never learn to do it properly. With Trust, you'll not finish the dungeon until you learn the fights.
    Bingo. I'm not ashamed to say the first time I ran Matoya's I failed an embarrassing number of times on the second boss because I just flat out missed the spout. Once I realized I was like ".....oh". And I didn't mess that up in party content and leave my party with a dead healer for the other half of the fight.
    (5)

  8. #8
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by TaleraRistain View Post
    because I just flat out missed the spout
    In fairness to you, that mechanic is such a troll move.

    Dohn Mheg teaches you to avoid those spouts at all costs, and then they throw in a dungeon where the spout's necessary as a mechanic. I mean, I love it -- and it definitely teaches the value of reading the battlefield -- but I cannot help but imagine some dungeon designer with the LOLFACE emoji as they baked that particular dungeon into a build.
    (5)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  9. #9
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,647
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Packetdancer View Post
    In fairness to you, that mechanic is such a troll move.

    Dohn Mheg teaches you to avoid those spouts at all costs, and then they throw in a dungeon where the spout's necessary as a mechanic. I mean, I love it -- and it definitely teaches the value of reading the battlefield -- but I cannot help but imagine some dungeon designer with the LOLFACE emoji as they baked that particular dungeon into a build.
    It totally is. I loved it for that when I figured it out.
    (2)

  10. #10
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Said it a few times so appologize who've read it the 8th time but I'd love to see Trusts expanded both in what it can do and how, while squadrons moves into a more military like content (as currently squadrons seem to be a mostly dead feature, unless you're really into sending them off on baby retainer missions).

    Trusts being able to go from the ground up would be great for first time story experience, they have a lot of potential to offer a really nice polished experience and especially if you're having issues for whatever reason (ranging from fear and anxiety, to wanting a pure first time, to availability of players, etc). Like doing the castrum/prae with Cid would be quite fun (potential issues on voice actor though). The expanding of how just means I feel how they currently grow is both not enjoyable but also not as rewarding. By that I look at squadrons which have multiple ways to progress and customize, they do get stronger and it is really worth it. Meanwhile trusts just unlock areas- it is simply a gate keeping mechanic for trusts. I'd love to see something else done for them, to make it more exciting like that.

    Then Squadrons would be moved to things like securing trade lines, establishing and reinforcing outposts, diplomacy of some level, resource acquisition (like going through dungeons but this time they have different monster layout since by lore you're going through it a second time, and so new things are there and it may lead to a different path or only be small sections). A military sort of concept that is line with the idea of running your own garrison, but avoiding hopefully the retainer sit at the table to send people off missions like WoW was mostly. May also be inspired by Dynasty warrior, such like you're attacking a stronghold with an off the chart number of enemies, other inspirations might be Hamlet defense* and Shadow of War / Middle Earth game (inspiration, not saying take an entire game and turn it into a side content lol). *I think the hamlet defense, while some systems can be used for squadrons, would be a great opportunity to take some of the peaceful sides of Island Sanctuary and turn it into a group effort for FCs. Where a FC makes a hamlet, that provides some sort of benefits, but overall a long term reoccurring content and goals, using the reputation system, assaults on strongholds, defend your own hamlet, etc. While Sanctuary is more farm and peace the Hamlet would be more industrial and active (and would not need a house, so any FC can take part in the content). May also be an opportunity to have FC vs FC content where you can attack / defend against other FCs (entirely optional), etc, etc.
    (4)

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