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  1. #1
    Player
    Lak14's Avatar
    Join Date
    Dec 2022
    Posts
    86
    Character
    Howard Alt-eisen
    World
    Tonberry
    Main Class
    Warrior Lv 100
    once again the casual wants to give ideas to make gameplay better, kind of gameplay that they will never play.
    (0)

  2. #2
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,426
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    If they weren't as strictly scripted as they are, you might have to actually react to what the boss is casting or doing. Can't have that, it's too complicated for the playerbase that thinks mashing one button is a sufficient gameplay loop.
    (1)

  3. #3
    Player
    NekoNova's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    470
    Character
    Olivar Starblaze
    World
    Ragnarok
    Main Class
    Summoner Lv 80
    Quote Originally Posted by CaptainLagbeard View Post
    If they weren't as strictly scripted as they are, you might have to actually react to what the boss is casting or doing. Can't have that, it's too complicated for the playerbase that thinks mashing one button is a sufficient gameplay loop.
    Or people with higher latency
    Or disabilities
    Or older people that simply can't react fast enough


    God forbid they play the game as well.
    (0)
    Olivar Starblaze
    Onion Knight - Lalafell Carbuncle Retainer
    <TASTY>
    Ragnarok Server

  4. #4
    Player
    Arrius's Avatar
    Join Date
    Mar 2014
    Posts
    1,227
    Character
    Mirn Armaya
    World
    Shiva
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by NekoNova View Post
    Or people with higher latency
    Or disabilities
    Or older people that simply can't react fast enough


    God forbid they play the game as well.
    That is why failing mechanics is generally not punishable on the first miss - You get a few 'passes' until those result in instant defeats.
    (0)

  5. #5
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Arrius View Post
    That is why failing mechanics is generally not punishable on the first miss - You get a few 'passes' until those result in instant defeats.
    Currently it's around 2 or 3 passes until you die

    I don't mind if it is 5 or 6 if it was random

    We just need to have a mind to think not only to remember what is the current phase

    We are not asking for dark souls like reaction time or iframes but we ask for something fresh

    If they game has issues then fix it, you have enough money from endwalker and you spend it on lighting engine.. gameplay is as important as graphics
    (1)

  6. #6
    Player
    Arrius's Avatar
    Join Date
    Mar 2014
    Posts
    1,227
    Character
    Mirn Armaya
    World
    Shiva
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Tunda View Post
    Currently it's around 2 or 3 passes until you die

    I don't mind if it is 5 or 6 if it was random

    We just need to have a mind to think not only to remember what is the current phase

    We are not asking for dark souls like reaction time or iframes but we ask for something fresh

    If they game has issues then fix it, you have enough money from endwalker and you spend it on lighting engine.. gameplay is as important as graphics
    The Main Story is as balanced as it is, and coming over rather forgiving. Each MSQ Dungeon/Raid (aside the last) can be done with Trust NPC's.

    For anything else, there are raids and alliance raids. Which are completely optional, but come with a higher difficulty and coordination requirement.
    (0)

  7. #7
    Player
    Isseki's Avatar
    Join Date
    Sep 2022
    Posts
    28
    Character
    Izzy Isseki
    World
    Twintania
    Main Class
    Ninja Lv 100
    As a long time wow-player, let me tell you all:

    As long as this games server ticks are a thing, you dont want to have more flexible encounter mechanics.
    It would be hell.
    (0)

  8. #8
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,426
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Isseki View Post
    As a long time wow-player, let me tell you all:

    As long as this games server ticks are a thing, you dont want to have more flexible encounter mechanics.
    It would be hell.
    The kind of flexibility I'd want is for that instead of just doing the same series of attacks in the same exact order, they shuffle the order they use those attacks in.
    To use current fights, Acradion M3, I do believe he uses something like Raidwide, Tankbuster, Lariat, Mist, the Knockback Towers, Spin, Fuses, Lariat before his drink... Now For that first phase, he should do all those attacks, but it should use RNG to decide what order he uses them in stead of just having a completely set unchanging order.
    (1)

  9. #9
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,605
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    The kind of flexibility I'd want is for that instead of just doing the same series of attacks in the same exact order, they shuffle the order they use those attacks in.
    To use current fights, Acradion M3, I do believe he uses something like Raidwide, Tankbuster, Lariat, Mist, the Knockback Towers, Spin, Fuses, Lariat before his drink... Now For that first phase, he should do all those attacks, but it should use RNG to decide what order he uses them in stead of just having a completely set unchanging order.
    There are other considerations to make. If you have scripted encounters, you can make things come off quicker or more easily combo mechanics together, whereas if they are random, you need to allow more time for the player to parse and react to what is going on.

    Then there are things like casters movement capabilities. It will be harder for them to plan them all out and if they get unlucky and 2 movement heavy mechanics happen back to back, they might be forced to drop casting altogether to complete the mechanic.

    This isn't to say they couldn't do it, but if they put restrictions on how often a mechanic can go off due to said factors, it can lead to fights that get more scripted as you go along as there are less places they can go. Of course, you could just ignore that and say casters just have to deal with it, but then you either potentially don't bring casters (except SMN) or you are just waiting for the run where the RNG lines up.
    (0)

  10. #10
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    786
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Mikey_R View Post
    There are other considerations to make. If you have scripted encounters, you can make things come off quicker or more easily combo mechanics together, whereas if they are random, you need to allow more time for the player to parse and react to what is going on.

    Then there are things like casters movement capabilities. It will be harder for them to plan them all out and if they get unlucky and 2 movement heavy mechanics happen back to back, they might be forced to drop casting altogether to complete the mechanic.
    This also comes down to class and fight design. Casters have movement tools. Even BLM has enough to handle a few unexpected mechanics. If FF shuffled mechanics to be truly random in existing content that would strain casters, but we could also step away from complex puzzle like mechanics or space them out.

    I completely agree with you that the simple route of making everything a dice roll has problems, but we don't limit ourselves to only doing that I think it opens up a lot more possibilities. Class abilities should probably be tweaked in response too and move away from totally rigid rotations. They wouldn't have to be completely free form but they would need some amount of flexibility built in. I'm in favor of that even if content stays the same.

    This isn't to say they couldn't do it, but if they put restrictions on how often a mechanic can go off due to said factors, it can lead to fights that get more scripted as you go along as there are less places they can go. Of course, you could just ignore that and say casters just have to deal with it, but then you either potentially don't bring casters (except SMN) or you are just waiting for the run where the RNG lines up.
    Major mechanics absolutely would need some kind of restriction. In a purely random setting you could encounter something like an infinite loop of M2 hearts. Pure randomization might be better used on smaller and less complex mechanics like stacks, raidwides, TB's while major mechanics are space out and perhaps just swapped in order.

    If SE were to seriously consider revamping fights it would probably be best to limit it to a dedicated zone at first like Eureka or Bozja. That would let the devs and players experiment while also avoiding the need to revamp old content or disrupt current content grinding.
    (1)

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