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  1. #1
    Player
    Local_Custard's Avatar
    Join Date
    Mar 2023
    Location
    Ul'dah
    Posts
    379
    Character
    Rhel'a Tayuun
    World
    Sargatanas
    Main Class
    Culinarian Lv 83

    Mental exercise: create/change mechanics

    Let's say SE is designing new mechanics or a twist on existing mechanics. Something to really bamboozle players as it is outside of expectations. Or, it is a rarely used mechanic that is often forgotten. It could be something new entirely too. What would you make?


    Maybe I missed a particular danger- do mention them if I did.
    Now, let's put a spin on them. Take your average mechanic (or multiple) and change it, replace it with something else, or create new mechanics.

    I'll start with two examples.

    The fail condition is not positioning the boss.
    An alliance raid with 4 bosses at once for its final fight. This will mean a tank will need to double up. When a boss is felled, the tank needs to do everything in their power to drag it away far enough or else one of the bosses will consume the dead and double all of its stats (and gain a new appearance, maybe something like a fusion). the changed boss hits twice as hard and gains the mechanics of the departed. Stats double every time it eats a fallen boss. If it is felled, another boss (if close enough) might eat its corpse and gain the stats and double it. Failing to move it away after consuming the other three will make the boss go berserk and begin picking off players individually. At that point, each hit is enough to one shot a tank and then some. It stops doing anything else and chases down players and auto attacks.

    Another one:
    Tank buster veers upon hitting its target.
    Tank busters can be line or AOE (and cone too I think). Now, what if you take the line tank buster and have it veer left or right upon hitting the tank (or unfortunate DPS)? Maybe it veers for every target it hit. In a disastrous situation it might zig zag as it hits multiple players

    edit: I just remembered a discussion I had with a friend about mechanics in a general overview. What if there were mechanics that acknowledged some jobs if they were present? It may get kind of complicated if you include every job but feel free to try if you want. What would those mechanics look like?
    (1)
    Last edited by Local_Custard; 03-29-2024 at 08:35 AM.
    I love the men in this game

    I finally return to the game! Current goal: getting all my jobs to 90

  2. #2
    Player
    MonteCristo's Avatar
    Join Date
    May 2011
    Posts
    446
    Character
    Lamonte Cristo
    World
    Seraph
    Main Class
    Reaper Lv 100
    I know its frowned upon but i rly liked randomzied non scripted fights in ff11 but i know balancing may not make it possible in xiv
    (7)
    Death Is Only The Beginning....

  3. #3
    Player Battler-Ushiromiya's Avatar
    Join Date
    Mar 2022
    Posts
    196
    Character
    Battler Ushiromiya
    World
    Malboro
    Main Class
    Paladin Lv 82
    A mechanic that auto bans anyone who types up slander about the game incessantly on the forums.
    (3)

  4. #4
    Player
    Local_Custard's Avatar
    Join Date
    Mar 2023
    Location
    Ul'dah
    Posts
    379
    Character
    Rhel'a Tayuun
    World
    Sargatanas
    Main Class
    Culinarian Lv 83
    (bump :3)

    a status in a raid that if a player receives it, they'll become contagious. If they get a vuln stack, a nearby party member gets the vuln stack. If they get doom, a nearby party member gets doom.
    The contagious status can stack. An extra stack will mean another party member will become contagious or multiple if there are 3 stacks. At 3 stacks it becomes curable. If the entire party is contagious and one is cured, they aren't made contagious right away (given 5 seconds of immunity. The boss would need to apply contagious again). At 5 stacks status goes away and 3 incurable statuses take its place: disease that lasts 30 seconds, damage down that lasts 1 minute, and Misery that lasts 1 minute.
    (1)
    I love the men in this game

    I finally return to the game! Current goal: getting all my jobs to 90

  5. #5
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    898
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    There are orange stack markers and red tank stack markers that simply deal extra damage. Now let's have inverted stack markers (same visual but green or blue and pointing outward) that deal more damage the more people they hit. Cue evil laughter.
    (1)

  6. #6
    Player
    Local_Custard's Avatar
    Join Date
    Mar 2023
    Location
    Ul'dah
    Posts
    379
    Character
    Rhel'a Tayuun
    World
    Sargatanas
    Main Class
    Culinarian Lv 83
    Quote Originally Posted by MonteCristo View Post
    I know its frowned upon but i rly liked randomzied non scripted fights in ff11 but i know balancing may not make it possible in xiv
    I would mind that tbh. I would just need to pay attention to the cast bar and my surrounding more. It would likely take me longer to learn tho so I may struggle for a bit

    Quote Originally Posted by VictorSpoils View Post
    There are orange stack markers and red tank stack markers that simply deal extra damage. Now let's have inverted stack markers (same visual but green or blue and pointing outward) that deal more damage the more people they hit. Cue evil laughter.
    that is evil XD
    I like it
    (1)
    I love the men in this game

    I finally return to the game! Current goal: getting all my jobs to 90

  7. #7
    Player
    LilimoLimomo's Avatar
    Join Date
    Jul 2023
    Location
    Windurst
    Posts
    1,134
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    I mean it's a game so you can do all sorts of arbitrary things if you want to bamboozle players:

    - A tankbuster that punishes if the tank is in their tank stance

    - An attack that punishes players with full health

    - An attack that punishes every player with a self-buff, or punishes every player without a self-buff

    - A damaging move that can be mitigated by performing the appropriate behavior when it hits, but the correct behavior is determined individually for each player in accordance with which of the Twelve they aligned themselves with during character creation. For example, Halone players must be moving, Azemya players must be standing near another player, Nymeia players must be standing still, Nophica players must be away from other players, etc.
    (0)

  8. #8
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,016
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    - A tankbuster that punishes if the tank is in their tank stance

    - An attack that punishes players with full health

    - An attack that punishes every player with a self-buff, or punishes every player without a self-buff
    There's a separate thread for bad ideas.
    (2)

  9. #9
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,882
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think the best way to create new mechanics is to experiment with arena design. We've been seeing one of these 'variable' arenas for one fight each tier lately, although it would be more interesting if tank positioning/movement played an active part.

    Visual tells are another way to make fights more interesting, especially if you remove boss cast bars as well.

    I personally really like creative mechanics around undeath. Forgall from Mhach had a nice Necropurge/Megadeath mechanic, and Neo Exdeath likewise had a Living Dead styled mechanic in Beyond Death. Speaking of Neo Exdeath, it's much more interesting to integrate tankbusters alongside other mechanics rather than to have them go out in isolation when everyone else is in downtime.
    (1)

  10. #10
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    In general, I'd like to see more "chaotic" mechanics or things with less strict patterns. I think my favorite singular mechanic in all of Endwalker was during the fight with Shishioji on Mount Rokkon where dozens of very thin line AOEs fire across the arena in all different directions, creating a large, semi-random pattern that can be easy to get clipped by. I want more mechanics like that--stuff where it's possible to avoid, but expected that you will take a few hits and to not punish the player for taking some. Another similar example from Shadowbringers would be E5 Normal, where the battlefield gets sprinkled with a bunch of small, briefly telegraphed circular AOEs where lightning strikes, and you simply dance around them.

    I want fights to feel more like I'm battling against a threat, not performing a dance recital with my opponent. It stops feeling like I'm fighting things. Or where it feels like there's an actual battle going on because there are multiple smaller things happening all over. Thornmarch is another example. I know people never liked it because of how you had to lower all the moogles at once, but I really liked the actual mechanics of that fight.
    (1)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

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