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  1. #1
    Player
    Hayden's Avatar
    Join Date
    Jul 2011
    Posts
    360
    Character
    Emily Kamba
    World
    Mateus
    Main Class
    Monk Lv 90

    Meaningless Battles...

    Anyone else kind of OVER Square Enix lazy writing? Namely, battles that mean nothing.

    Scripted fights that force you to lose, and serious boss battles where winning means nothing.


    Winning the battle, and losing in the cut scene is a favourite trope of Square Enix and I'm kind of over it?

    Like, give the villian a back up plan, make something else happen. Make my win feel like it mattered.

    Quit letting villian's shake off asskickings.

    Most recent update, the cut scene made that whole fight mean nothing, and I felt as if the work I put into winning was for nothing.

    Eh, dunknow...it wouldn't be a big deal if they didn't pull this shit at LEAST once an Xpac?

    just me?
    (34)

  2. #2
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    I always had the feeling that our Wol is weak, and cant do shit w/o the power of friendship..x)
    (2)
    SCH/AST/DNC/VPR/SMN

  3. #3
    Player
    Tsumdere's Avatar
    Join Date
    Jan 2017
    Location
    Ishgard
    Posts
    1,103
    Character
    Fia Mortivault
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Zeastria View Post
    I always had the feeling that our Wol is weak, and cant do shit w/o the power of friendship..x)
    I just pretend like my WoL does everything by themselves unless it has trusts. Makes me feel cooler.

    I actually also hate scripted loss fights unless its in the context of the enemy getting away or some intervening force. I didn't like that I lost to Zenos in Stormblood. I thought it was stupid. I would have rather it be a draw. I also thought losing to Golbez was dumb.
    (5)

  4. #4
    Player
    Hayden's Avatar
    Join Date
    Jul 2011
    Posts
    360
    Character
    Emily Kamba
    World
    Mateus
    Main Class
    Monk Lv 90
    Quote Originally Posted by Tsumdere View Post
    I just pretend like my WoL does everything by themselves unless it has trusts. Makes me feel cooler.

    I actually also hate scripted loss fights unless its in the context of the enemy getting away or some intervening force. I didn't like that I lost to Zenos in Stormblood. I thought it was stupid. I would have rather it be a draw. I also thought losing to Golbez was dumb.
    THATS the thing though, we didn't lose to Golbez, we kicked his ass. Just the Narriative needed him to win so...*shrug*
    (7)

  5. #5
    Player
    Themarvin's Avatar
    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    2,231
    Character
    Kurotora Iga
    World
    Zodiark
    Main Class
    Monk Lv 100
    they should introduce AI to the boss mechanics... would be interesting to never be able to cactbot or write any guides to anything, especially for savage and ultimates, it would be nice when we get to be it that it is the player having to do things and not by some dork with a mic video.
    (5)

  6. #6
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Themarvin View Post
    they should introduce AI to the boss mechanics... would be interesting to never be able to cactbot or write any guides to anything, especially for savage and ultimates, it would be nice when we get to be it that it is the player having to do things and not by some dork with a mic video.
    I raided every expansion until part of ShB. I sort of got tired of the scripted battles. Don't get me wrong, they are challenging, but mostly just based on memorization. The name of the game was always being proactive, not reactive. They should really mix up these mechanics more than they do. Instead of just being:

    Mechanic 1 followed by Mechanic 2 followed by Mechanic 3 or 4 followed by Mechanic 5 followed by unused mechanic 3 or 4 etc etc

    It should be more like...

    5 > 1 > 3 > 5 > 6 > 2 > 3 > 4 etc

    You get to a point in these savage raids where you are doing your rotation and looking for a certain "tell" every 30 seconds and going where you need to go. Don't get me wrong - when raids first came out, especially as the expansions went onwards, they came up with very unique mechanics. However, things are too scripted. Randomize it.
    (0)

  7. #7
    Player
    Eorzean_username's Avatar
    Join Date
    Apr 2016
    Posts
    567
    Character
    Azephia Dawn
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by dspguy View Post
    You get to a point in these savage raids where you are doing your rotation and looking for a certain "tell" every 30 seconds and going where you need to go. [...] However, things are too scripted. Randomize it.
    Tough call. Part of what makes FFXIV stand out as somewhat-unique in terms of its raiding is how incredibly, precisely-scripted almost every mechanic and timeline tends to be.

    This makes encounters become stale or "rote" faster, but it hypothetically also allows for more precise rotational execution, and more complex rotational design.

    That said, if XIV continues to move in the direction of simplifying rotational execution and refinement, then maybe it would make sense to introduce a lot more reactivity and variation into the encounter designs.

    Considerations regarding this include:

    • How would it interact with XIV rotational design and the buff-alignment meta-playstyle?

    • Would the "high end" XIV playerbase object to losing the ability to (in many cases) precisely-script their rotation, down to the GCD?

    • Can the XIV engine / server responsiveness / etc, actually handle truly spontaneous, randomised, or unpredictable mechanics? (ie — How much of the current system "works" because players can kind of "compensate" for it by exactly anticipating many elements ahead of time, or otherwise compensating for erratic responsiveness with predictability?)
    (0)

  8. #8
    Player
    MikkoAkure's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    2,215
    Character
    Midi Ajihri
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    Boss fights you're supposed to lose have been in RPGs for the past 30+ years and SE aren't the only ones to do it. Elden Ring even begins with one. It's just a narrative tool and I don't really see a problem with it unless it's an RPG with items and I end up wasting them, not knowing I was supposed to lose.
    (17)

  9. #9
    Player
    Misplaced_Marbles's Avatar
    Join Date
    Jun 2021
    Posts
    469
    Character
    Violent Saviour
    World
    Omega
    Main Class
    Monk Lv 90
    Quote Originally Posted by MikkoAkure View Post
    Boss fights you're supposed to lose have been in RPGs for the past 30+ years and SE aren't the only ones to do it. Elden Ring even begins with one. It's just a narrative tool and I don't really see a problem with it unless it's an RPG with items and I end up wasting them, not knowing I was supposed to lose.
    Only in JRPGs. I've always thought if you can't win the fight they might as well make it a cutscene.
    (3)

  10. #10
    Player
    SannaR's Avatar
    Join Date
    Feb 2018
    Posts
    3,320
    Character
    Sanna Rosewood
    World
    Midgardsormr
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Misplaced_Marbles View Post
    Only in JRPGs. I've always thought if you can't win the fight they might as well make it a cutscene.
    Doesn't God of War Ragnarok also start with a fight you're not meant to win? I'm sure there many other non JRPGs that have fights you're just supposed to loose or stay alive until X.
    (6)

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