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  1. #1
    Player
    pikalovr's Avatar
    Join Date
    Feb 2021
    Posts
    291
    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Shougun View Post
    snip
    and that is fine but as i brought up with for example tank stance why get rid of something like it and make it braindead for (accessibility) there's a difference betweenn making a game accessible, and making games OVERLY accessible. mobile MMOs would be considered an overaccessible game genre (auto-battle, quick-pickup, and auto equip best gear etc...) not to mention most fo the time combat is like 3-4 buttons and very rarely do you get more than that. honkai impact 3rd is a great example of a more actioney mobile game done right it knows the limitations on mobile and how to work around it to make the game able to hold more depth than most other gacha games. it has it's own problems sure but it has one of the best RTA battle systems so far for mobile. and they refined on it to make genshin impact which also had an extremely well recieved combat system for mobile.


    accessibility in the form of pity mechanics (guaanteed gear/mount after 99 runs) is typically fine cause you have proven you can do the content. pity mechanics like aglagia raids giving out free augment items to augment your tomestone gear is NOT a good pity mechanic. if you're going to have a vertical gearing system you don't want to sit there and basically say yeah that gear you just spent weeks progging for in savage? yeah we'll just allow you to get almost equal gear for no effort (don't @me ARs do not require effort). and don't even get me started on the fact savage gear can't even be usable to enter the next tier of savage on release.

    accessibility in for example making SMN the low skill floor/skill ceiling job for casters and keeping BLM as the higher skill floor/skill ceiling job (RDM would be the good middle ground) is fine. the issue is even the SMN job is dealing more average DPS than the middle difficulty job RDM which makes no sense to anyone. or the fact even across multiple roles BRD who is more support oriented and has a far more active playstyle than SMN is less average damage as well. (don't come @me with but muh phys ranged tax it's BS and we all know it at this point, all melee can almost achieve 100% uptime for little to no effort this tier). it's fine to have more accessible alternatives in each role as long as they're not on equal damage footing as the higher difficulty jobs. cause if not then you run into the issue hey why is this guy putting in 50% less effort and getting the same if not more DPS? having a simple to learn kit but allowing the options to expand on it further with more oGCDs or mechanics is fine. do you seriously think we need our full kits to clear anything below savages and some EXs? it would be great if we needed our full kit in ALL content but that'll never happen so adding more to do in the scenarios where you do need your full kit and knowledge of your job will not change anything.
    (2)

  2. #2
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by pikalovr View Post
    and that is fine but as i brought up with for example tank stance why get rid of something like it and make it braindead for (accessibility) there's a difference betweenn making a game accessible, and making games OVERLY accessible. mobile MMOs would be considered an overaccessible game genre (auto-battle, quick-pickup, and auto equip best gear etc...) not to mention most fo the time combat is like 3-4 buttons and very rarely do you get more than that. honkai impact 3rd is a great example of a more actioney mobile game done right it knows the limitations on mobile and how to work around it to make the game able to hold more depth than most other gacha games. it has it's own problems sure but it has one of the best RTA battle systems so far for mobile. and they refined on it to make genshin impact which also had an extremely well recieved combat system for mobile.


    accessibility in the form of pity mechanics (guaanteed gear/mount after 99 runs) is typically fine cause you have proven you can do the content. pity mechanics like aglagia raids giving out free augment items to augment your tomestone gear is NOT a good pity mechanic. if you're going to have a vertical gearing system you don't want to sit there and basically say yeah that gear you just spent weeks progging for in savage? yeah we'll just allow you to get almost equal gear for no effort (don't @me ARs do not require effort). and don't even get me started on the fact savage gear can't even be usable to enter the next tier of savage on release.

    accessibility in for example making SMN the low skill floor/skill ceiling job for casters and keeping BLM as the higher skill floor/skill ceiling job (RDM would be the good middle ground) is fine. the issue is even the SMN job is dealing more average DPS than the middle difficulty job RDM which makes no sense to anyone. or the fact even across multiple roles BRD who is more support oriented and has a far more active playstyle than SMN is less average damage as well. (don't come @me with but muh phys ranged tax it's BS and we all know it at this point, all melee can almost achieve 100% uptime for little to no effort this tier). it's fine to have more accessible alternatives in each role as long as they're not on equal damage footing as the higher difficulty jobs. cause if not then you run into the issue hey why is this guy putting in 50% less effort and getting the same if not more DPS? having a simple to learn kit but allowing the options to expand on it further with more oGCDs or mechanics is fine. do you seriously think we need our full kits to clear anything below savages and some EXs? it would be great if we needed our full kit in ALL content but that'll never happen so adding more to do in the scenarios where you do need your full kit and knowledge of your job will not change anything.
    I don't think difficulty to play the job should directly correlate to it's value, personally. Balance should be more in other terms, like what it can do or not do. Red Mage has fantastic support via raise and cure, it shouldn't be doing those in an ideal situation though. However, for SMN to be equal to RDM in damage and lessor in support sounds silly to me. SMN being slightly better than RDM given RDM has better support therefore is fine, even if RDM was a bit harder to play (though I don't think either job is the hardest, of course what content you're doing can have a heavy impact on challenge). You play the job because it's fun and the difficulty would be designed for different types of people's fun.

    In essence it's difficulty is not the end goal, it's simply ONE of the means to a goal.

    In terms of what is 'current' I do think the harder stuff should be generally a pack leader, but it would also depend on a few things- like relic imo while maybe a bit casual grindy shouldn't have a situation where it's bad in comparison to other current gear. If both of them take different forms of effort that's fine, just because one might be from hard content doesn't mean the other needs to sux lol. Or say I don't think there is any issue giving catch-up mechanics, relic process is nerfed, or you get echo and later epic echo, or even the moogle tomestone allowing players to easily get mounts from savage content.

    Generally I want players to play how they find fun, whatever that is. I don't think it's important that someone else did non-current hard content relatively easily, though hopefully the process to allow that step is smooth and well paced (so it can catch a lot of people on the way, and then there of course would be systems to allow you to go back up the stream if you really wanted- like min ilvl sync).
    (1)