Transmigration wrote:
Parathyroid wrote:
5. Rate the following out of 10, Battle System; "Casual-friendly" (10 being most casual); Overall enjoyment
What combat system is not casual friendly in an MMO? This isn't Street Fighter, it is not hard. FFXI's combat was no more difficult than that of Rift, WoW, TERA, TOR, or any other MMO.
Edited, Jun 12th 2013 8:23pm by Transmigration
I'd think this would be pretty commonly understood by now, but hardcore in single-player or small group games refers to difficulty level. "Hardcore" in MMOs generally refers to the time and energy investment required to progress in the game.
Hyrist wrote:
Killua125 wrote:
You don't need to insult me saying I didn't know how to play, etc. It was incredibly simplistic.
Anyway, my biggest issue was the lack of any kind of micromanagement, again. Surely you can understand that complaint. I really don't like how you just get tons of TP just for starting a fight. It's bizarre and not fun (IMO, of course).
Anyway, my biggest issue was the lack of any kind of micromanagement, again. Surely you can understand that complaint. I really don't like how you just get tons of TP just for starting a fight. It's bizarre and not fun (IMO, of course).
I didn't insult you. I criticized the play approach you were supporting. Please realize the difference. Also, I did specify that the reason for your opinion was due to the ease of the monsters, not by implying that you were a simpleton or anything of the sort.
I disagree on your micromanagement issue. By 35, Lancer had a clear ideal rotation for monsters that could survive that long.
Heavy Thrust combo, into Phlembumize (Maximinzing DoT effect) Raging Strikes (For damage spike) Into True Thrust combo twice to three times depending on need for evasion. On the first True Thrust you use Life Surge before completing combo.
Afterwards you refreshed Heavy Thrust and that damn DoT skill I can't spell.
As far as the TP issue. I flatly don't agree with you. TP in FFXI is the Limit Gage in FFXIV on an individual level. It promotes very passive play and puts Melee classes deeply behind Magic Classes in terms of front-loaded damage output. Now, TP is very similar in regards to MP and needs to be managed more or less with the same regard, which in my opinion is not a bad thing.
An ideal rotation is hardly any better than no rotation at all. Either way, it's just busy work. You're not figuring anything out or improving your skills, at least one of which is basically required to have compelling gameplay. Not to say that the world/story won't help compensate, but anytime someone suggests that there's an ideal rotation, I pretty much resign myself to the gameplay being irreparably boring.
sandpark wrote:
The issue has always been enemy characteristics. You could have the most polished/balanced classes in the history of mmos. If the monsters are one trick ponies and fall over and die like ants. All that class power means diddly squat.
It's rather late in the game to rebalance every monster in the game at this point by launch. So at best we might get enemies HP and defenses boosted up for a short term fix. And hopefully, after launch they take the time to go back and work on enemy characteristics.
Are these battle easy mode comments just related to trash mobs and low level dungeons or later in the game as well?
I think the best way to make hotkey combat(similar to other mmos) feel different and require more than rotations:
1. Is to implement a skill modifier feature as I suggested before. This involves holding or tapping keys to manipulate things like potency, accuracy, criticals, mp conservation, range, AoE spread, conal spread, etc, etc. Each skill has it's own unique modifier applications and make repeatedly used skills effectiveness decay at a steady rate.
Then people can still say you push 1-2-1-3-1, whatever. But... It's not just taking which button you press but at what time you release the said buttons. It's still not twitch skill, but it creates a cerebral correlation on top of the gear and stat builds a player strives for. Am I pumping out good damage? Am I over spending my resources? How should I fine tune my modifiers to fit the appropriate need for this situation?
In a twitch based game, resources can be overcome by moving around. In a static to semi static environment, resources are what makes a game hard when your resources are vastly inferior to the enemies.
Jobs could become more party dependant to maintain resources as their description implies. Classes are more resourceful but lack that punch at the roles jobs fill. That's my two cents anyways....
It's rather late in the game to rebalance every monster in the game at this point by launch. So at best we might get enemies HP and defenses boosted up for a short term fix. And hopefully, after launch they take the time to go back and work on enemy characteristics.
Are these battle easy mode comments just related to trash mobs and low level dungeons or later in the game as well?
I think the best way to make hotkey combat(similar to other mmos) feel different and require more than rotations:
1. Is to implement a skill modifier feature as I suggested before. This involves holding or tapping keys to manipulate things like potency, accuracy, criticals, mp conservation, range, AoE spread, conal spread, etc, etc. Each skill has it's own unique modifier applications and make repeatedly used skills effectiveness decay at a steady rate.
Then people can still say you push 1-2-1-3-1, whatever. But... It's not just taking which button you press but at what time you release the said buttons. It's still not twitch skill, but it creates a cerebral correlation on top of the gear and stat builds a player strives for. Am I pumping out good damage? Am I over spending my resources? How should I fine tune my modifiers to fit the appropriate need for this situation?
In a twitch based game, resources can be overcome by moving around. In a static to semi static environment, resources are what makes a game hard when your resources are vastly inferior to the enemies.
Jobs could become more party dependant to maintain resources as their description implies. Classes are more resourceful but lack that punch at the roles jobs fill. That's my two cents anyways....
I'm glad there's someone else around here who understands game design principles. I don't know that I'd agree that the issue has "always" been enemy design characteristics-- player characteristics seem to have been lacking in depth as well, but I think everything else was spot on.