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  1. #1
    Player BrokentoothMarch's Avatar
    Join Date
    Jun 2021
    Posts
    282
    Character
    Niku Yuku
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by LittleImp View Post
    Is it, though? It's an additional layer of execution, that while simple, has been a fundamental part of the 'feel' of this game for a long time. You could argue most mechanics in games are arbitrary.
    An additional layer of execution being condensed to little more than "press next number" is hardly some intense thought.

    An actual layer of execution would require more reactive responses. An enemy is casting X, however, if they are casting something else, Y is the better option. I must keep Z up now before the next phase, as I will not be able to reapply Z come that moment. There are extremely few, if any, moments like that in this game. It's pretty much avoid the scary orange bits or memorize the difference between a regular attack or a lateral attack while consistently pressing 1-2-3. The combat in GW2 for example, is extremely impactful if at the price of extremely little button variety. The compensation comes from the enemy designs. However, XIV suffers from having the penalty of such little buttons as GW2 while claiming button bloat as complexity while, well, we do little else than damage go up.

    Naturally it wasn't always this way even in XIV. The game back then had far more emphasis on DoTs and status effects, with even some of the earlier heal quests putting an emphasis on your ability to use Sleep to deaggro, to say nothing of the reactive nature, as I mentioned just now, of things like Cleric Stance. Was Cleric Stance perfect? Furthest thing from, but it was on the right path, I believe. However, the devs have continuously shown that instead of refinement or expansion, they'd rather cut the whole thing off for the sake of more streamlining. They claim it as accessibility, but I doubt even that excuse. I truly think that we're seeing more and more days where the game gets reduced developer attention. By homogenizing and making many a button less impactful, it makes streamlining balancing far easier due to the condensing of the buttons and their effects.

    This is why I often say this game is complex in name only. Aside from many a button, there's not much behind it. And, again, there are some buttons that simply have no business not being collapsible. I once again bring up Ikushoten and Ogi Namikiri, which are buttons that are intrinsically tied (You literally cannot cast Namikiri without Ikushoten) yet are two different buttons. This is hardly complex, but instead just tedium pretending to be complexity.

    Quote Originally Posted by LeonKeyh View Post
    Insipidness 1
    Quote Originally Posted by Kolsykol View Post
    Insipidness 2
    Both of you can cope about how it's more complex to press a button with the label 2 over it rather than 1 all you want, but it doesn't make things any more deep. If you truly are going to tell me that complexity is something we were all taught in pre-school, then what a pathetic bar to pass and I have no need to discuss with either of you. Cute callback to my comment on brain capacity, Leon, but it falls short when your point is "haha 123 hard 111 no hard haha".

    Also, Kol, that mask looks like garbage. You look better without it. Though I suppose about as much an improvement as 1-2-3 is over 1-1-1.
    (2)
    Last edited by BrokentoothMarch; 06-04-2022 at 03:03 AM.

  2. #2
    Player
    LittleImp's Avatar
    Join Date
    May 2019
    Posts
    1,206
    Character
    Lil Imp
    World
    Goblin
    Main Class
    Paladin Lv 100
    Quote Originally Posted by BrokentoothMarch View Post
    An additional layer of execution being condensed to little more than "press next number" is hardly some intense thought.

    An actual layer of execution would require more reactive responses. An enemy is casting X, however, if they are casting something else, Y is the better option. I must keep Z up now before the next phase, as I will not be able to reapply Z come that moment. There are extremely few, if any, moments like that in this game.
    Execution isn't inherently tied to any kind of thought process. In Rythm games, high-level play typically revolves around memorizing and repeating a scripted map of inputs. Combos are just a convolution to provide some variety and depth to filler inputs, while the 'thinking' happens in more manageable intervals determined by your overall rotation and cooldowns. Homogenization is definitely a problem in this respect, but giving jobs even less buttons to press doesn't help anything. Condensing combos isn't going to prompt the devs to add complexity in their place.


    Quote Originally Posted by BrokentoothMarch View Post
    This is why I often say this game is complex in name only. Aside from many a button, there's not much behind it. And, again, there are some buttons that simply have no business not being collapsible. I once again bring up Ikushoten and Ogi Namikiri, which are buttons that are intrinsically tied (You literally cannot cast Namikiri without Ikushoten) yet are two different buttons. This is hardly complex, but instead just tedium pretending to be complexity.
    I have to side with an earlier poster; I don't really think it's reasonable to comment on a games complexity when you don't actually do the offered content that fully engages the games mechanics. I think there is a reasonable argument to be made that more of the games content should necessitate jobs to actually interact with their toolkit in a meaningful way.


    Quote Originally Posted by BrokentoothMarch View Post
    Both of you can cope about how it's more complex to press a button with the label 2 over it rather than 1 all you want, but it doesn't make things any more deep. If you truly are going to tell me that complexity is something we were all taught in pre-school, then what a pathetic bar to pass and I have no need to discuss with either of you. .
    Ok, with all of what you've just said taken into account;

    Can you explain why you yourself frequently fail to complete combos during combat encounters? Is it just personal choice not to interact with the combo system or something?
    (3)

  3. #3
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by BrokentoothMarch View Post
    lol
    You're arguing "because there is something that can be done that is more complex that means that this thing isn't more complex" which is a stupid, pedantic argument. Nobody said "1-2-3" is "hard" and nobody said "1-1-1" is "not hard."

    The argument is that 1-2-3 is harder than 1-1-1, and significantly more than you're giving it credit for. But, I'd imagine that's difficult for someone with your brain capacity to understand I suppose. There's definitely no difference between DPSing as a healer and DPSing as any other job. Nope nope nope. Healers don't complain about pressing 1 button 70%-90% of a fight, nope nope nope. Summoner being reduced to 2 buttons for a majority of their rotation has been widely accepted as a great idea.

    I honestly wish that I lived in whatever world you guys are in.


    Quote Originally Posted by hagare View Post
    lol
    Great response. Your intelligence and command of the English language is staggering. I don't know how I didn't see it your way.



    You guys want to argue your points, use that brain capacity to do so.
    (2)
    Last edited by LeonKeyh; 06-04-2022 at 04:31 AM.