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  1. #1
    Player
    Toutatis's Avatar
    Join Date
    Dec 2021
    Posts
    989
    Character
    Marshmallow Puff
    World
    Excalibur
    Main Class
    Warrior Lv 82
    Quote Originally Posted by Jeeqbit View Post
    For raids, it wasn't really the community causing arenas to be a square or a circle. It was a design decision because it allows mechanics to be spread evenly and not have terrain issues like Twintania. It also allows them to be spread evenly. A similar issue was recently addressed in frontline PvP where some teams had an advantage based on the terrain so it was made into more of a triangle.

    But I think they can do it the way they did it in P7 or P10.

    I just would like it to make sense why it's a circle or square. For example, having rubble around it that isn't a square, but the invisible wall just being a square, or being a town center or a temple.
    It’s not a matter of rubble or uneven terrain. It wasn’t just a teleportation to a boss standing in an arena. There were actual environments to interact with before getting to the boss. Even the Alexander raids, you have the impression of visiting the inside and have a few encounters. Nowadays it’s just a nondescript arena with a decor that more than often has little relevance and could be anything.
    (1)
    Last edited by Toutatis; 10-30-2023 at 11:59 PM.

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,600
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Toutatis View Post
    Even the Alexander raids, you have the impression of visiting the inside and have a few encounters. Nowadays it’s just a nondescript arena with a decor that more than often has little relevance and could be anything.
    In alex, they got rid of the trash for savage because it was not going to threaten savage raiders, other than door bosses. What I noticed them do in Omega was to put the trash packs in a solo duty and that way you only do them once. It's a way of stopping the repetition so you can continue trying to beat the real boss.

    If you have the sort of raids that involve going a long way then they last longer and make you feel guilty for leaving after the first boss was defeated and this game has established a system where a dungeon rarely takes longer than 16-30 minutes and a trial/raid pull rarely takes much more than 10 minutes, which gives you the opportunity to stop any time without disrupting the raid a lot.

    But we do have some examples now of what would happen if they added this sort of interaction and trash back into raids, because it's in variant and criterion dungeons. While it is fun, it creates the issue of having to defeat the prior bosses every time to get to the one you really want to learn. At least in criterion you only need 4 players to be good enough to get through them quickly, rather than 8 people, but it could still create a situation where after beating the first boss, you feel guilty for needing to leave.

    Oh and the one savage raid we have this in each tier, the last floor, creates that guilt as well. All the work to get through the first phase so that the second phase can be practiced and then someone has to leave.
    (0)
    Last edited by Jeeqbit; 10-31-2023 at 12:49 AM.
    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: