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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,016
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by BigCheez View Post
    If you have to preface a statement with "so you're saying..." and paraphrasing it, you're probably making a strawman argument. Otherwise you could just reply directly to the point that was made.
    Isn't that a little rich coming from the one that was literally building one by making up groups of people that just throw the word aimlessly and "can't explain it"? And then acting entitled because I don't engage with your (frankly aggressive) reply? Instead of asking me why I thought it was artificial, you instead chose to make a direct ad hominem attack by associating me within this label, so please excuse me if I'm not indulging you there.

    Quote Originally Posted by BigCheez View Post
    A scrub is a player who blames their lack of success on the game or their opponent rather than their own lack of skill or poor decision making. You can decide for yourself whether you're a scrub or not. I wasn't directly calling you a scrub as much as saying that dismissing a source of difficulty as "artificial" instead of either getting good and overcoming it or deciding that the game isn't something that they want to play is scrub behaviour.
    Yes, you definitely weren't... I wonder why you brought it up then

    At least have the honesty to stand by your words.

    Quote Originally Posted by BigCheez View Post
    There are many forms of difficulty in game design. The player is expected to have or develop different skills to meet the needs to content. Asking players to meet a level of consistency to beat the content is entirely valid. Aside from ultimate, another good example of this would be any boss with a very high health pool in Souls or Monster Hunter. They force the player to correctly resolve mechanics and survive for a long time, i.e. the key to winning in these fights is consistency.
    Yes that's definitely for consistency. And for content lifespan. And because it's part of the difficulty.

    Doesn't mean I can't call it artificial. You don't like it when I do?

    The reason it's artificial isn't because it enforces consistency. The reason it's artificial is because it enforces a gameplay where you spend 95% of your time trudging through 10+ minutes of fight just to be able to prog for 10s before the next wipe.

    That's artificial. That's literally gameplay denial.

    Quote Originally Posted by BigCheez View Post
    Personally, I wish there was a wider variety of content in FFXIV, with different forms of difficulty that ask different things of the players. But given the snapshot-based netcode and current game design whereby jobs and roles are easy enough for the absolute bottom of the playerbase barrel to play, there isn't much else they can do. The devs have designed themselves into a corner so to speak. They can't really leverage mechanical skill or reaction times because the game is too sluggish and they can't really leverage tight DPS or role checks because jobs and roles have been degraded so much that the only way to create a challenge here is by making things so tight that they're a crit variance dice roll.
    Stop making excuses for them. They and the community brought it up upon themselves, and they can start working to correct the problem like any developer facing a problem should. That of course, would have higher chances to happen if they actually agreed that it is a problem, which their course of action seems to prove otherwise. They like their DDR long dances and they don't see a problem with it.
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    Last edited by Valence; 01-28-2025 at 06:52 AM.