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#227 Jun 22 2014 at 6:30 PM Rating: Decent
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And it has Final Fantasy textures here and there.

(Tera was more fun and i despised that game because under the unique battle system it was the same garbage - inb4 go play TERA then.)

I think the problem is, because Yoshi P didn't play XI and they moved the director who DID actually play it to manage it, he didn't see what SE actually accomplished with it whether you want to admit it or not, it can't be denied what it did well it did very well, to the point even being based around EQ it never felt like it 100% of the time like it does when playing XIV.

I mean, all he had to really do was fix the issues with 1.23 and go on from there honestly. They did fix it, sure, by throwing it away and giving us less in many areas. I mean, Hamlets could have been revamped to be more like XI's campaign or later like Seeker's Reive (which is essentially the same but has different reasons, e.g affecting certain bosses.)

No matter how many years XI has under its belt, it's almost a year of ARR, by now XI was just about to get its first expansion pack which is what changed the game...and what XIV desperately needs. Like or hate the direction, the reason people have MMO fatigue now is because new ones are almost never "new" because the "new" ones aren't oldhat enough for people that they rush back to WoW.

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#228 Jun 22 2014 at 10:28 PM Rating: Good
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Thayos wrote:
I don't think any content needs to be reduced. But the emphasis should be on skill, not memorization. The fights could still be very difficult if based on skill, but they'd also be more fun and less dependent on simple time/repetition to memorize scripts.


Can I have a more specific example of what it is exactly you're referring to as 'skill based'? Like can you point to an example(already implemented in XIV or elsewhere, or even one you made up) that gets the idea across more clearly?

Personally I kinda see it all the same way. A boss either calls adds or initiates some sort of spell or ability that players have a certain amount of time to react to. This isn't just in XIV or even restricted to MMOs, but it's generally how the mechanics work. You use your own set of skills to avoid damage completely, mitigate some of the damage or heal through it. You either gather the adds, separate them or burn them down depending on what the encounter calls for.

I've used the example of Faction Champions, an encounter in WoW where you are dealt a handful of randomized job type bosses to deal with. They don't follow any attack pattern and they react almost as players would because it wasn't possible to hold aggro on a target. They would attack people and use spells and abilities almost at random. For that reason, the only encounters that I really consider skill based are those where your opponent is another player. I'm curious what sort of mechanic you would classify as skill based that doesn't rely mostly on reaction or prior knowledge.
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#229 Jun 22 2014 at 11:53 PM Rating: Excellent
I see your point... I guess by skill-based, I mean encounters that aren't just completely scripted, because memorizing a script and reacting accordingly doesn't really require any real active thinking... just memorization. Especially when the script is almost always dodge, dodge, dodge.

Most of the fights in the CoP mission chain are what I'd consider to be more skill based. Even if you memorized all the boss mechanics, you couldn't count on the script for each fight being exactly the same each time. That's because of human error. Just like how you say the only real skill-based gameplay is PvP, I kind of believe that true player skill comes forth during those moments of adversity when players make mistakes. XIV's endgame battles are so heavily scripted and unforgiving that there's not really a chance to overcome most mistakes. You either dodge everything, or you're dead... and that's just kind of lame.

In XI, there were more things players could do individually to turn the tides of battle, and a mistake didn't result in an immediate party wipe. With a bit of practice, skilled players could almost always recover and still eek out a win. In XIV, it doesn't matter how much you practice. If you don't dodge something, your whole party's dead.

Note: FFXIV definitely has some good battles... but there's just too much emphasis on dodging and not enough emphasis on players using abilities. It's almost a more passive approach to battle design.

Edited, Jun 22nd 2014 11:16pm by Thayos
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#230 Jun 23 2014 at 12:29 AM Rating: Excellent
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The best part of FF11 was that it forced players to work together and build relationships over time in order to accomplish goals. Eventually content would open up to solo or highly specialized small groups. FF14 is a completely different beast. Most of the time, players don't say a word to each other. The game needs mechanics where people are forced to deal with situations where they need to problem solve and collaborate (Salvage, Abyssea, Dynamis, Nyzul Isle...).
#231 Jun 23 2014 at 1:15 AM Rating: Good
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Thayos wrote:
I see your point... I guess by skill-based, I mean encounters that aren't just completely scripted, because memorizing a script and reacting accordingly doesn't really require any real active thinking... just memorization. Especially when the script is almost always dodge, dodge, dodge.

I agree that there should be more than just 'move out of the glowing red circle/square/cone' style mechanics, but developers are somewhat limited. XIV does rely a bit too much on this, but they haven't implemented abilities that give players limited immunity to damage/knockback/stun effects(see TERA's evasive roll ability). However, these abilities would still require somewhat tight timing on the part of the players. Players still had to rely on their reactions or predicting mob behavior.I think this was also the case in FFXI as well. The pool of TP abilities that a boss could draw from dictated how random the encounters were, but they were still limited in how frequently they would use them.

That said, it still boiled down to player reaction. Jobs with stun abilities or weaponskills would see the boss TP ability animation, look to their chat log for the "Boss readies [insert ability here]" and have a small window to react if they needed to stun or run. Much the same way, healers could kinda predict when their tank(or party members in range of boss AoE) were going to take damage and pre-load a big cure or curaga to land just after the ability and before the melee damage that followed. These are things that would get you noticed for skillful play in XI, but they were still almost all reaction based.

XIV isn't that far off from allowing for the same types of situations, but it's going to require some additions to the current battle system. I know you've seen me ***** about the current iteration, but I think you're coming around to seeing exactly why I'm not a big fan.
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#232 Jun 23 2014 at 2:45 AM Rating: Excellent
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Thayos wrote:
Reading these posts, I find myself wondering if any of you actually have fun while gaming, or if you're too obsessed with pigeonholing your experiences to enjoy them.


That is a very succinct way to put it Thayos. Very meta.
#233 Jun 23 2014 at 3:09 AM Rating: Excellent
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FilthMcNasty wrote:
Thayos wrote:
I don't think any content needs to be reduced. But the emphasis should be on skill, not memorization. The fights could still be very difficult if based on skill, but they'd also be more fun and less dependent on simple time/repetition to memorize scripts.


Can I have a more specific example of what it is exactly you're referring to as 'skill based'? Like can you point to an example(already implemented in XIV or elsewhere, or even one you made up) that gets the idea across more clearly?

Personally I kinda see it all the same way. A boss either calls adds or initiates some sort of spell or ability that players have a certain amount of time to react to. This isn't just in XIV or even restricted to MMOs, but it's generally how the mechanics work. You use your own set of skills to avoid damage completely, mitigate some of the damage or heal through it. You either gather the adds, separate them or burn them down depending on what the encounter calls for.

I've used the example of Faction Champions, an encounter in WoW where you are dealt a handful of randomized job type bosses to deal with. They don't follow any attack pattern and they react almost as players would because it wasn't possible to hold aggro on a target. They would attack people and use spells and abilities almost at random. For that reason, the only encounters that I really consider skill based are those where your opponent is another player. I'm curious what sort of mechanic you would classify as skill based that doesn't rely mostly on reaction or prior knowledge.


Ifrit EX is a good example of this. So is Garuda EX. Both have scripts and patterns to them, but they also have other elements that need to be played around with and require thinking on your feet.

Ifrit EX has the Supparation debuff, which like Titan EX's Mountain Buster debuff, is applied from an attack Ifrit does. It also stacks, increasing damage taken and decreasing max HP. However, unlike Titan EX, Ifrit has no pattern to how he uses it. He will use it at least once every 20s, but can use it as quickly as three times in 6 seconds. Since the preferred swap stack is 3, you stand a decent chance of finding yourself with two tanks having 3 (or more) stacks of the debuff. So now the tanks and healers need to play a different game in order to survive until one of the tanks loses the debuff. I've had my life saved by a PLD in Ifrit EX who stopped everything he was doing to spam Stoneskin and Riot Blade to keep me up. Why? Because Ifrit hit me with 4 stacks in under 20s, meaning we have to keep me alive until the PLD can swap in, which took about 20s. By that time, I had five stacks and our healers and I were going nuts keeping me up, so the PLD popped Cover on me and got close enough to take some Cure 3's while also being outside of attack range, which our WHM thankfully noticed and started using to keep us both up. It was a thing of beauty.

Even DPS can get in on it on Ifrit, as it takes a lot of situational awareness to know when it's ok to pop a Nail. DPSing as hard as you can in Nail phase isn't always a good thing, but it's good sometimes. Whether you go all out or hold back depends on what's going on at the time, and skilled DPS will adapt as needed to keep the group from wiping, while bad DPS will 420SWAGYOLO the raid into the ground thanks to aoe damage. And then run next to the howled healer and complain that they got knocked into an eruption.

Similar stuff happens in Garuda EX, where the players need to make changes and adjust how they approach the fight based on how the fight progresses. It's still a very scripted fight, but proper feather disposal and dealing with the sisters (as a melee anyway) is what makes the difference between a good group and a bad one. Granted ranged have it pretty simple, but the quality of your melee will make or break you on that fight.

Moogle EX is another good one that requires on-your-feet thinking and doesn't rely heavily on scripts. The fight itself is scripted in the large scale, but the small stuff is much more free form. I want more Ifrit and Moogle EX fights basically. Enough of the super-scripted, unforgiving Titan crap.
#234 Jun 23 2014 at 3:20 AM Rating: Excellent
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Exodus wrote:
I'm at the same wall most people are at. Titan Ex and T5. With such a wall like this, there isn't much for me to do that isn't just more dungeon grinding, more roulettes, and more FATEs. Its monotonous and makes you feel isolated. I liked FFXI for giving me a nice big crew to end game with. Here? I've been flying solo since level 1. Even the Main Story forced me to play solo, with the exception of the same bloody dungeons I'm grinding at 50 for currency.


I agree with pretty much everything written in your post, and I think the bolded part really emphasizes how a lot of players are feeling. Isolated. Between weekly lockouts, fairly strict role setups, and absolutely strict party size requirements, it can be a chore to even attempt to tackle the content with your friends before factoring in punishing mechanics that for some, can carry a steep learning curve.

There's just so many barriers needed to get past to enjoy the only real end game content that the game has to offer. First of all, do you have a strong enough connection and memory/reaction time/skills necessary to consistently get past mechanics where a slight error can not just hinder the rest of the group, but actually wipes the entire raid? Then you may as well forget about participating from the start.

But let's say you do have the ability to get past those punishing mechanics without much trouble. Assuming you were planning on playing this game with any friends, the next question would be whether they can as well. If they can't, you can forget about taking them in if you want to actually convince others to join you/take you in and have a shot at completing the content. Or maybe you're a large group of players who planned on taking on the game content together? 10, 12, maybe 14 players? If it's anything past 8, only a small core of players are going to be able to participate, and the rest get left out or must recruit on their own. Even if you do get two groups going, chances are you'll end up only playing with your own core group.

If you are someone who can complete the content with ease, can easily meet at scheduled times and you don't happen to know seven others who can all meet at the same time and consistently complete the content, you could join an FC/linkshell dedicated to taking on end game content, and filling groups with competent players to meet the correct role and party size requirements dictated by the content. And that is perfectly legitimate for some, and possibly the best way I can think of to truly dive into end game and make it work. But this sort of ends up leaving out all the players who already have friends they hoped to do content with and just feel like they can't because of one reason or another.

It's really unfortunate IMO, because I can remember the absolute ease in which I was able to recruit people for end game events in XI. For a game that was so "hardcore, masochistic" and whatever else people want to call it, many end game events were a breeze to invite your friends. I can't count how many times I heard someone say "Hey, my brother/friend/linkshell member/spouse/whatever wants to try this event, can they come with us?" to which I or another linkshell leader would respond "Sure, sounds good" It was really that simple. I didn't need to think "Wait...what job are they? Because we already have too many of these and can't afford to take another one" or "Hmm, looks like we're already at our party limit" or "Well we can give it a shot and see but hopefully they catch on quick so they won't wipe us the entire night."

Of course, there were also events that ended up being for close knit groups. For example, my nyzul group was only six close friends, and I regularly did BCNM with just a few people I knew (although I think it's worth mentioning that I got to know some of these people because of large scale events...). But they were only a few options among a large variety of activities that players could participate in, and didn't take away from the fact that those who did want to jump into end game but didn't yet know a group of people to run with could easily hop into a friend's static for dynamis, or later sea, limbus, ZNM, einherjar, even Abyssea (which, although I'm not the biggest fan of it for other reasons, was amazing for letting friends come together and do stuff)...and that's what this game is completely missing. It's got the heavily structured activities for a set number of people which are good for small cliques, somewhat similar to the role nyzul and some BCNM fights filled (only more unforgiving in most cases, IMO), but it has nothing beyond that. Nothing that opens up the game and makes it feel social, nothing that you can just take your friends to and start having fun right off the bat, and nothing that encourages veteran players and newer or more casual players to want to play with each other.


Edited, Jun 23rd 2014 5:22am by Susanoh
#235 Jun 23 2014 at 12:19 PM Rating: Decent
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Susanoh wrote:
But they were only a few options among a large variety of activities that players could participate in, and didn't take away from the fact that those who did want to jump into end game but didn't yet know a group of people to run with could easily hop into a friend's static for dynamis, or later sea, limbus, ZNM, einherjar, even Abyssea (which, although I'm not the biggest fan of it for other reasons, was amazing for letting friends come together and do stuff)...and that's what this game is completely missing.


This is a large part of what is wrong with XIV. It's not just that there isn't enough to do(because there isn't), but not enough 'other' things to do. Grinding FATEs is not the way to learn and understand the intricacies of your job and role, yet it's what most people spent doing on the way to cap. There are not enough 'other' events to participate in to get a better feel for the transition from mindless FATE grind into coordinated group play and it's holding many people back.

I get the feeling that regardless of previous experience, most players want to jump into an MMO, level to cap as quickly as possible and start tackling endgame content. The problem with that is they have no grasp of what is required of them outside of their optimal rotation and as well as XIV emulates the experience of endgame in most MMOs, they lack any sort of transitional content. There's no orientation. You show up to class without so much as a lecture before you find yourself taking(and consequently, failing) your first exam Smiley: glare
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#236 Jun 24 2014 at 9:42 PM Rating: Excellent
I will have to play devil's advocate on the idea that Yoshi P just "threw 1.23 away."

1.0 through 1.x was built on a bad engine. Period. It was laggy, it was crashy, it was not optimized in the slightest, it chewed up and spit out $2000 gaming machines for breakfast.

They did a remarkable job polishing the **** that was 1.x into a nice gemstone coprolite for 1.23. But a valuable polished piece of sh*t is still a piece of sh*t. I'm sure that once SE looked at the smoking dungheap of 1.0 and tried to figure out the best way to salvage it, they considered keeping the engine. But as they poked deeper into the smelly underbelly and discovered the fecal matter at the heart of the server code, it was clear it was a lost cause. Like dutiful little dung beetles they rolled up the **** and planted the seeds of something better.

2.0 wasn't a phoenix rising from the ashes, it was a flower garden rising from a heap of guano.

Edited, Jun 24th 2014 11:49pm by Catwho
#237 Jun 24 2014 at 9:46 PM Rating: Good
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To be fair, there was absolutely nothing wrong with the Crystal Tools Engine ...It wasn't made for MMOs though, as I've had no problems aside some A.I problems here and there with other games made on it.

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#238 Jun 24 2014 at 9:52 PM Rating: Excellent
Theonehio wrote:
To be fair, there was absolutely nothing wrong with the Crystal Tools Engine ...It wasn't made for MMOs though, as I've had no problems aside some A.I problems here and there with other games made on it.


I think the client side code could have been fine, but as you just said Crystal Tools was not made for MMOs, and the server is really the heart of the code for an MMO. Clients just interpret the data and add flashy graphics to it.
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