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  1. #41
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,340
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by SnowVix View Post
    that's a very rose-tinted glasses view of the fight. you know what i remember of it? falling asleep as a caster dps because i have literally nothing to do when the non-caster dps kills the add that needs to be killed before i can even finish a cast bar.
    I mean, yes it needed some changes such as increased health on the adds so that you can't kill them in one hit, but the concept was unique and to be replaced with a standard boss that is a striking dummy with a few red circles to avoid like many other dungeons is a bit unfortunate.
    (2)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  2. #42
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,835
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Garnix View Post
    In most cases, simplification is good. It doesn't make things easier, it makes them simpler and less convoluted.
    Consider, though:

    What is a rotation? Complexity "for the sake of complexity (that ends up being enjoyable to many)".
    What is job choice? Complexity "for the sake of complexity (that ends up being enjoyable to many)".
    What are mechanics? Complexity "for the sake of complexity (that ends up being enjoyable to many)".

    When outright removing things to do or worth doing, you're no longer just making things "simpler" or "less convoluted". You're literally reducing what's available in that content.

    If that thing, in itself, happened to be unenjoyable to a majority of players even after their having learned how to handle it, then by all means, toss it. (I'd make that case for the goop in Toto-rak, if only because the removal of the game's Z axis (in late ARR, iirc) made it impossible to jump over it anyways, giving us no way to handle it.)

    But when it was enjoyable for those who figured it out, and didn't require much frustration to get to that point anyways? (See, for instance, the poison puddles on the Brayflox final boss, though ilvl and potency inflation over time has largely rendered it only a very soft mechanic.) That sort of thing shouldn't be removed just for the sake of simplification. It can be replaced with something more interesting, sure, but there's no reason to simply flatten or streamline interesting (at least to many) mechanics.
    (0)

  3. #43
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    I don't think Toto-rak was ideal but corridors for a decade or so? With nothing substantial inbetween? Honestly, just stop making dungeons. Might as well just be bosses like in trials.

    I do think the ARR castrum and solo instances plus Ultima are pretty sweet, though.
    (0)

  4. #44
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by Shurrikhan View Post
    Consider, though:

    What is a rotation? Complexity "for the sake of complexity (that ends up being enjoyable to many)".
    What is job choice? Complexity "for the sake of complexity (that ends up being enjoyable to many)".
    What are mechanics? Complexity "for the sake of complexity (that ends up being enjoyable to many)".

    When outright removing things to do or worth doing, you're no longer just making things "simpler" or "less convoluted". You're literally reducing what's available in that content.

    If that thing, in itself, happened to be unenjoyable to a majority of players even after their having learned how to handle it, then by all means, toss it. (I'd make that case for the goop in Toto-rak, if only because the removal of the game's Z axis (in late ARR, iirc) made it impossible to jump over it anyways, giving us no way to handle it.)

    But when it was enjoyable for those who figured it out, and didn't require much frustration to get to that point anyways? (See, for instance, the poison puddles on the Brayflox final boss, though ilvl and potency inflation over time has largely rendered it only a very soft mechanic.) That sort of thing shouldn't be removed just for the sake of simplification. It can be replaced with something more interesting, sure, but there's no reason to simply flatten or streamline interesting (at least to many) mechanics.
    Couldn't agree more.
    The logical endpoint would be to get one ability labelled 'resolve', you press it and win. If people can't be bothered to do X in a dungeon other than pressing 1 to 3 then why even play? I personally don't find that entertaining. I wish the game would finally acknowledge the existence of difficulty sliders and adjust rewards accordingly. The game has not enough mid-core content.
    (0)

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