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  1. #1
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100

    How games can have less scripted encounters

    I have been playing games since I know games exist
    I would like to share How FFXIV can have less scripted fights:

    1- add variants that can be manipulated
    2- encounters should have decision making based on the current situation
    3- rage mechanic is always scripted but with a twist.. it can manipulate variants like boss attack speed been increase, boss move in unpredicted way.. boss can change his mode between being defensive or offensive based on situation.
    4- taking advantage of some jobs skills to trigger more unpredictable boss behavior.

    These things are not a new thing.. it is a lack part that I feel from shadowbringers that could come back in a modern more fun more engaging way
    (7)
    Last edited by Tunda; 07-22-2024 at 04:47 PM.

  2. #2
    Player
    MoofiaBossVal's Avatar
    Join Date
    Feb 2019
    Location
    Gridania
    Posts
    587
    Character
    Kokoro Liliro
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    The most obvious reason why FF14's fights feels stiff compared to WoW's is that the boss always returns to the middle of the room to stand there and cast. You don't get WoW esque fights where the tank ia dragging the boss around the room as the boss hurls lava and the room slowly fills up with lava until there is little space to stand.
    (7)

  3. #3
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,271
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    Quote Originally Posted by MoofiaBossVal View Post
    The most obvious reason why FF14's fights feels stiff compared to WoW's is that the boss always returns to the middle of the room to stand there and cast. You don't get WoW esque fights where the tank ia dragging the boss around the room as the boss hurls lava and the room slowly fills up with lava until there is little space to stand.
    Yeah i'd say this too. wow's fights are just as scripted as ff14's otherwise
    (0)

  4. #4
    Player
    EusisLandale's Avatar
    Join Date
    Jan 2015
    Posts
    548
    Character
    Eira Landale
    World
    Cactuar
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by MoofiaBossVal View Post
    The most obvious reason why FF14's fights feels stiff compared to WoW's is that the boss always returns to the middle of the room to stand there and cast. You don't get WoW esque fights where the tank ia dragging the boss around the room as the boss hurls lava and the room slowly fills up with lava until there is little space to stand.
    You're making miss Sohm Al Hard's Lava Scorpion.
    (1)

  5. #5
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by MoofiaBossVal View Post
    The most obvious reason why FF14's fights feels stiff compared to WoW's is that the boss always returns to the middle of the room to stand there and cast. You don't get WoW esque fights where the tank ia dragging the boss around the room as the boss hurls lava and the room slowly fills up with lava until there is little space to stand.
    We do have a similar mechanic to the latter where portions of the arena get destroyed to reduce the room the party has to use.

    But I agree with you in general. We've always got a very flat circle or square to work with (barring mid fight changes). There is extremely little variety in how encounter spaces are designed (E12 is the only one that comes to mind immediately) and the environments tend to get stale in appearance. Do we really need to have almost every fight on a dance floor?

    There are pros and cons for both styles of raid design but ironically for a game that was so bad when it came to story telling, WoW did a much better job of creating immersion with its raid environments. Compare any of the raids in FFXIV with something like Siege of Orgrimmar. As good or bad as individual encounters might be, they don't add up to the feeling created by having to force your way through a heavily fortified and defended city. It's just a shame that WoW didn't add in shortcuts direct to boss room to use after wipes (or did they finally after Legion).
    (0)

  6. #6
    Player
    hydralus's Avatar
    Join Date
    Jun 2016
    Posts
    1,058
    Character
    Keiho Fukiku
    World
    Balmung
    Main Class
    Warrior Lv 50
    Doesn't matter how long you've been playing games it doesn't make you an authority on anything related to game design.
    (8)

  7. #7
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,092
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by hydralus View Post
    Doesn't matter how long you've been playing games it doesn't make you an authority on anything related to game design.
    It doesn't take rocket science to know that doing the exact same thing with little to no variance is going to get boring after a while.

    I also consider it one of the biggest flaws with XIV's design in general and I inherently find random mass AoE spam mechanics like the second Archadion boss' "big" mechanic more entertaining then the "stand here to not die" puzzle mechanics harder content is a fan of.
    (19)
    Last edited by KageTokage; 07-22-2024 at 04:48 PM.

  8. #8
    Player
    hydralus's Avatar
    Join Date
    Jun 2016
    Posts
    1,058
    Character
    Keiho Fukiku
    World
    Balmung
    Main Class
    Warrior Lv 50
    Quote Originally Posted by KageTokage View Post
    It doesn't take rocket science to know that doing the exact same thing with little to no variance is going to get boring after a while.

    I also consider it one of the biggest flaws with XIV's design in general.
    Precisely the reason why we'd be terrible judges on how to 'fix' this issue. Seeing it on some surface-level "we want more variety in fights" like no duh. Thanks for the input. I'll definitely subscribe to your news letter where next week we learn that if you add variance to a fight, it won't be so scripted.
    (2)

  9. #9
    Player
    Cyllia's Avatar
    Join Date
    Dec 2014
    Location
    Gridinia
    Posts
    41
    Character
    Sakura Minomoto
    World
    Diabolos
    Main Class
    Gladiator Lv 100
    People have given feedback several times and it falls on deaf ears. Keep dreaming I have been for 10yrs now and it's gotten worse. Accept it or move on, it's not hard to path an AI to use a random set of skills at random times but they will never do it.
    (2)

  10. #10
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,255
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    One thing they could do to reduce the fights being as scripted as they are is randomizing the order of attacks somewhat. The boss usually does all their attacks in a completely set pattern, usually only thing randomized is if an attack has variations it will basically flip a coin on which to do.

    One of the best examples I can currently give on normal difficulty content is Thaleia's last boss... The fight will always do the same attacks, in the same exact order every time you go through the fight. Once it's finished one loop of attacks, the attack order does get somewhat randomized, with certain attacks still paired together into a single mechanic but you actually have to react to the boss as it's not just doing everything in a predetermined order.
    (1)

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