If you want "hard" content you should go and play an RTS or whatever ACTUAL esports game against real people, not a game in which you memorize a scripted fight that will be 100% the same for every time there after. Just saying man.


If you want "hard" content you should go and play an RTS or whatever ACTUAL esports game against real people, not a game in which you memorize a scripted fight that will be 100% the same for every time there after. Just saying man.
I like Tekken and some FPS game
Not fond of RTS/MOBA
But can you explain to met what's the common point between PvP fighting game/fps/rts/moba and PvE with 7 other people ?




A sim is as much of a third party tool as someone making a video guide is. Functionally that's what it is, an interactive guide.
There is nothing wrong with a fight SIM as the entire human learning experience is tied to repetition. There are many games out there that even go a step further and have training rooms in-game (much wow I know), allowing you to practice either the entire fight or specific portions of it.
What about putting an official SIM in game, and raising savage/ultimates difficulty ?There is nothing wrong with a fight SIM as the entire human learning experience is tied to repetition. There are many games out there that even go a step further and have training rooms in-game (much wow I know), allowing you to practice either the entire fight or specific portions of it.
why are you so against SIM and why do you think they are a detriment?
Everyone has a different pace in learning or rather becoming consistent. Do you really enjoy bashing your head on the wall for hours on an end because 1 or 2 people cannot execute the mechanic consistently to see any meaningful progress done?
Personally, I don't mind hard fights as long as they are fun progging.
I do however think a hard entry wall should not exist. Take Ultimates for example, the player base doing this type of content is roughly around 1-3%? (at least that's what it was). Savage is maybe 8-10% of player base. Why not allow and provide an easier entry point for more people?
Are you having fun waiting 2-3 hours in PF only for the party to disband after 3 pulls?
And lastly, why are you concerned so much about what others do? If you want to go in blind and figure out mechanics yourself and never look at a guide or train in any sim.
Side note: I don't want FF14 to become an exact clone of WoW.
No. SE should never design fights with tools that players use, whether they be in game or out of game.
Also to multiple people in this thread: Using the SIM is not against the TOS.
No, we do not need them to increase the difficulty, at least not in their current design, we need a change in their approach to fight design.
The "everyone does a synchronized dance" formula is played out, and now their only idea of increasing difficulty is to make the execution of said dance either increasingly more convoluted, punishing or both.
I said before that all the SIM really does is cut out the waste of time that player spend not actually practicing the mechanics they need to practice, either because it takes forever to fill the group and get into the fight in the first place or because someone keeps messing up earlier mechanics and you don't even get to your practice point.
But why is that? Because we've reached the point where you rarely get any progress unless everyone executes the mechanic perfectly.
In older expansions you could often drag the party further into the fight if your tanks and healers were competent enough. Obviously you would never beat enrage but it would at least allow everyone to see all the mechanics pretty quickly and start building up the practice to solve them.
Now you can rarely recover at all, have an unfortunate death and the next mechanic is likely to send you right back to start.
In an environment like that of course simulations would gain popularity to avoid spending hours not actually making any progress.
*edit*
Actually let me add some more for the other way they try to increase "difficulty", sheer mental exhaustion.
It is one of the reasons why I honestly can't be bothered to do ultimates and why I find door bosses increasingly more frustrating.
When I think of a good door boss I still think of O4S, Exdeath.
A quick 3-4 minutes fight that was mechanically intensive enough but didn't overstay it's welcome or distract you from the actual boss.
But looking at the door bosses nowadays they're often 6-8 minutes long and just as mechanically challenging, if not more, than the "real" boss you're supposed to fight afterwards, effectively making it a 16+ minutes fight where the most difficult part is being able to stay focused for that long.
Last edited by Absurdity; 01-29-2025 at 01:43 AM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote



