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Seasons?Follow

#52 Aug 18 2009 at 3:47 PM Rating: Decent
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I can see having seasons influence crafting and certain player skills, like a Geomancer for example. I can also see seasons influencing crafting, certain items harvested in certain seasons. As well as most of what has been said about HNM and NM's. I hope this is the case, it would make things so awesome. Esp if Geomancer is a class that will be playable.


I would love to be able to play as a Geomancer for once, I think many people would as thats one thing I hear people complain the most about in FFXI. who knows but it would be cool if Disciple of the Hand and Land could turn into combat or mage jobs to a certain extent further down the road.

I seem to be quoting a lot of your posts lol.
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#53 Aug 18 2009 at 4:53 PM Rating: Good
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Indeed, the ride is the reward for waiting in line (and paying the gate fee, obviously). But that's a different case, with temporary, intangible, guaranteed rewards and no competition. If people had to race to the coaster to gain access, and one of the cars randomly had a box in it, and there was some chance of that box having a large sum of money in it... you bet they would think the lineup was a thrill. People would come from around the world.
That's a perfect analogy, if the roller coaster is in the next state, and I've got to walk/run 3+ days to get there, and I have to take time off of work/school/etc to have a chance at making it, and if there is only one car, and there is a high chance that even the person that beats everyone else there doesn't get anything.

Sounds like all sorts of fun.
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#54 Aug 18 2009 at 7:08 PM Rating: Decent
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shintasama wrote:
That's a perfect analogy, if the roller coaster is in the next state, and I've got to walk/run 3+ days to get there, and I have to take time off of work/school/etc to have a chance at making it, and if there is only one car, and there is a high chance that even the person that beats everyone else there doesn't get anything.

Sounds like all sorts of fun.


If you actually did that to get a NM I feel sorry for you but the rest of us just did it normally...you know...on the computer in front of you...no walking or time off of work.

Better luck next time though...

(or in other words, you took the analogy past its sane usage)

Edited, Aug 18th 2009 8:10pm by Yogtheterrible
#55 Aug 19 2009 at 5:29 AM Rating: Decent
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I would be happy with more realistic weather effects and a more believeable day/night (and transition)
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#56 Aug 19 2009 at 6:24 AM Rating: Decent
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I'm not sure about how extreme a change you're looking for. Would you eliminate all of the time and work required to access a battle (camping/pop killing for NMs, seal farming and travel for BCNMs) so that you just teleport instantly to a spawn point and click an object to start? And once you're finished, you're guaranteed the drop?


Alright, we might just be having a small misunderstanding here. No, that would be far from the case. Think of something not all that different from a conventional RPG, where you would travel through the dungeon, facing battles and/or puzzles along the way, and finally face the boss. Maybe there would be some battles that took little travel or effort, and they were just that hard. I'm talking about bosses where the solution is not "level moar"... where you actually have a true test of skill to endure, and you might be looking at a half hour or hour long fight. Those kinds of battles could potentially require little "warmup" effort.

But the thing of course is that the battles are actually challenging. Rather than killing an NM 5 times because you didn't get the drop the first 4 tries, you're likely to fight the NM 5 times because he -killed you- the first 4 tries.

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You mention randomness as a solution to the nonstop farming of high-end items that would result. What does that mean? Unless you're talking about something cheap like varying the level of the enemies between easy and impossible, there isn't anything you could randomize that would daunt a competent, flexible player. ****, even if only the top 1% of players on the server could handle it, that would be enough to flood the market. It doesn't have to be just braindead people following an online guide.


What I'm talking about is strategic randomness. Let me give you an example. There was an optional boss in FF9-- I can't recall its name, but it was the hardest boss in the game. Even if you knew the best strategy for beating him, there was still a very good chance he would kill you, just depending on when he used what abilities. And FF9 is a very simple game, strategically speaking.

Of course some items can and should be "EX". Tons of the best equipment in FFXI can't be traded, and yet there's still an economy. Though personally, and speaking as someone who readily benefited from the ingame economy, I don't think having a strong economy is that essential to the game. If anything I'd probably prefer the economy to be reserved for smaller trades, not for the stuff that's very rare and valuable. But we can forget about that discussion for the purposes of this one.

My point was that 1% can't flood the market if they can't trade the reward. The result would just be that an elite 1% of players would have it.

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I promise, I'm not a *********. I think a 5% drop rate from a monster that's difficult to claim in the first place is out of hand, which is why I never bothered with them. And relic weapons are so extreme that they're downright unhealthy. But a 25% drop rate on something moderately camped? **** yeah, bring that on. And I recognize that other people's tolerances for that stuff may be higher or lower.


What it comes down to for me is being rewarded "fairly" for doing what one is supposed to do in these kinds of games. I mean, the primary drive for all these games is to kill ****, and make your character better, right? Most people want to do just that... they don't want getting to fight to be by far the most challenging part of the fight. Camping NMs is kind of like hunting deer or pondfishing irl-- incredibly boring to most people.

Now excitement-- that's walking into a bear cave empty handed and planning on coming out the other end alive. People enjoy doing that kind of thing in a video game knowing that if they die, they get an extra life. It's not about the cosmetics. There's no challenge in walking through a cave of stuffed bears. And likewise, fighting a mob that looks tough but really isn't doesn't excite most people.
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#57 Aug 19 2009 at 6:32 AM Rating: Decent
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Nothing towards the topic but the statement about FFIX^^

I can't recall the optional Boss' name as well, but you mean that floating rainbow coloured ball.
There was no "strategy" behind him killing easy, all you needed was Auto Regen and Auto Life plus best Equip. You deal like 5k DMG per hit with Zidane and 8-9k with Vivi casting. The Boss only had 120k Life :)
There was this one ability he usually did right after an already powerful ability. But due to Auto Regen you regained Full-Life during the animation of that ability and easily survived it.

PS: I still don't get it why Auto-Regen was ticking further, although the game itself stopped during Spell/Ability Animations...made the whole game far too easy...it was like "Oh, I am low on HP, I need to cast something really long animated..." <.<

edit: Just remembered, either in the US or EU Version the Boss was called Ozma, can't remember in which version though xD

Edited, Aug 19th 2009 2:36pm by Shezard
#58 Aug 19 2009 at 7:56 AM Rating: Good
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Kachi: that stuff all sounds reasonable enough to me. Obviously I still disagree on the importance of the economy and maybe on the prevalence of EX items, but I agree that these are all elements that should be in a game.

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Think of something not all that different from a conventional RPG, where you would travel through the dungeon, facing battles and/or puzzles along the way, and finally face the boss.

This kind of thing I would definitely like to see. In FFXI, getting through dungeons usually involved alternating states of boredom and terror as you tried to keep sneak/invis up, or just boredom as you meandered through an area 50 levels below you. Something like an Assault, where you have to complete certain tasks to proceed, would be much more interesting.
#59 Aug 19 2009 at 10:42 AM Rating: Decent
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I can't recall the optional Boss' name as well, but you mean that floating rainbow coloured ball.
There was no "strategy" behind him killing easy, all you needed was Auto Regen and Auto Life plus best Equip. You deal like 5k DMG per hit with Zidane and 8-9k with Vivi casting. The Boss only had 120k Life :)
There was this one ability he usually did right after an already powerful ability. But due to Auto Regen you regained Full-Life during the animation of that ability and easily survived it.


That's the one, but that strategy would never have worked for me. I don't know if you were some obscenely high level or what, but he had attacks that would hit my entire party for 9,999. The strategy I used was to get the couple of accessories in the game that gave absorb status for that element, so that at least some times he would fully heal a couple of people.

I didn't look up online strats though, either, so I've no doubt that there were some cheap ways to win.
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
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