theres different versions of enemy levels. this is global/party scaling, no good way to balance this.I don't like it when enemies' levels automatically scale with the player's. I mean, I'm fine with enemies getting stronger as you progress through the game, but I don't want the enemies right outside the starting town to continually get stronger as your character levels up.
I like to feel like my character's strength is actually progressing as I gain levels. If I have to attack a certain type of enemy 5 times before it dies, and then I go and gain 10 levels and then come back and fight that same type of enemy... I don't like to see it still take 5 attacks for that enemy to die. It makes leveling feel pointless.
Is there any other change in FF14 that you liked? I felt like the Elemental Rule was mostly either useless or tend to always (by luck) favor the Opponent, meaning that the opponent tends have the right cards to receive the Elemental boost while I don't XDelement didnt make it to 14. it was replaced by ascension/descension. still sub-par rules
Same here. Though today I considered the possibility of doing scaling if it could somehow be pulled off in a smart way... perhaps such that the starting area of the game, the monsters only have a certain percentage and/or formula of stats boost in relation to your level, while in say the middle areas of the story, the monsters there have a different one relation to the players level. Also, having the player have a higher increase of stat boost percentage at Level 50 than Level 30. This kind of scaling might work for your case.I don't like it when enemies' levels automatically scale with the player's. I mean, I'm fine with enemies getting stronger as you progress through the game, but I don't want the enemies right outside the starting town to continually get stronger as your character levels up.
I like to feel like my character's strength is actually progressing as I gain levels. If I have to attack a certain type of enemy 5 times before it dies, and then I go and gain 10 levels and then come back and fight that same type of enemy... I don't like to see it still take 5 attacks for that enemy to die. It makes leveling feel pointless.
sudden death (game cannot end in a draw, board resets but flipped cards dont)Is there any other change in FF14 that you liked? I felt like the Elemental Rule was mostly either useless or tend to always (by luck) favor the Opponent, meaning that the opponent tends have the right cards to receive the Elemental boost while I don't XD
sudden death (game cannot end in a draw, board resets but flipped cards dont)
fallen ace (a 1 placed after can beat an A) (stacks the reverse rule making 1 vulnerable to A)
I see. Not exactly sure I am fond of this. Like in FF8, sometimes winning the cards felt like I earned it. Sometimes the Difference trade rule and even the Direct trade rule in FF8 feels like I earned it because I went to "capture" the card, especially after one of those thrilling combos.you dont lose cards, dont necessarily win them either its RNG, each npc has a possibly reward pool of cards they could give you when they feel like it, but get MGP every win (gold saucer currency)
Interesting. Would like to hear your thoughts if you try it.looks like got a new rule since i last played,
Draft (make a hand out of these random choices)
(players cards are not used) that part sounds interesting
think of it in more semi-RL way.I see. Not exactly sure I am fond of this. Like in FF8, sometimes winning the cards felt like I earned it. Sometimes the Difference trade rule and even the Direct trade rule in FF8 feels like I earned it because I went to "capture" the card, especially after one of those thrilling combos.
I must have misread your post. I thought your list was part of the thread topic of mechanics we don't like, pointless achievements being the mechanic.I'm... not sure what to say to you. Nowhere in my post have I mentioned any Achievement that is hard. A lot of Achievements are simply "if you showed up for this, you will have it" (completing optional tasks) and "if you played the main story to the end, you will have it" (more like "milestones" or "how much of the game you completed"). Also, a New Game+ playthrough is usually much easier than the first playthrough...
Exactly. This is a real achievement. This is what they all should be. The other kind aren't real achievements, which is why I don't like them."Defeat Ultima/Omega Weapon" (FF8) is a good Achievement and what I call a "real Achievement" because there's strategy, thinking, and skill of sorts involved. Dying multiple times might not really frustrate me at all, and could be exciting and full of thrill, especially the moment the Achievement is unlocked.
I thought your list was part of the thread topic of mechanics we don't like, pointless achievements being the mechanic.
... in which you replied with:I also want to add in-game and/or Steam Achievements such as:
- Spend more than X hours on the game
- Complete the game in less than X hours
- Have X fights (especially when it takes around 1000 battles to reach the end of the game, but the Achievement states 3000 fights or 5000 fights)
- Beat the game again in New Game+ (I already beat the game once and spent 20+ or 80+ hours, but I have to beat it again just to get that Achievement unlocked. I would rather that I play New Game+ because I loved the game so much I wanted another round, and not for the sake of Achievement completion.)
- Defeat X enemies and/or have Y character defeat X enemies
- Collect all of the items/skills/etc. (When it involves some kind of RNG or luck thing, and/or the process involves grinding or going back and forth on maps...)
I started to resort to Cheat Engine and using other people's save files for some of these.... and I still have not unlocked all of these yet, after maybe 20+ hours.
Yup. Achievements are supposed to be hard. Something you go out of your way to accomplish with exceptional skills. I wish people could except that you don't need to complete them. They exist for bragging rights, and if the accomplishment is not worth bragging about, it's not worth achieving.
Personally, I think they should always involve optional content, not mainline progression. They should always involve skill, not tedium.
That's a thing?I just noticed something else I dislike... Level caps being gated behind ludicrous resource grinding or $ microtransactions. I've recently been playing Final Fantasy: War of the Visions (for "research" purposes) and they cap units to certain level thresholds depending on that unit's "rank". The rank can only be increased by farming mats throughout the game. So a 1star unit might have a level cap of 30, but if you wanna get it to 35, you're going to need to farm stuff. Once you've unlocked that next "star/rank" for that unit, you'll still have to grind the actual EXP to level the unit up. The mats required get exponentially more intense as you rank up a unit. It gets to the point where going from lv99 -> lv100 is just about as tedious as lv1 -> lv99 combined! I get it though, mobile games are literally tedium incarnate. -.-
I think the exception to that is if it's a stat that you normally don't have access to. For instance, like 1% LifeSteal/Leech. A grand total of 5% is a lot of life steal if it's 5% of damage dealt, so gaining +1% at a time is good. Another exception would in my opinion Dodge. 1% may not be much, nor is 5%, but it's a stat that is usually hidden anyways, so getting the opportunity to increase it even a smidge is handy. Granted this assumes that your dodge rate can gain a total of +10-+15% from other items/increases.I also dislike when skill/talent trees have stuff like "Increase x by 1%". And they expect you to spend like 5 points to fill out that node on the tree for a grand total of +5% of w/e the bonus was. I prefer talents to have interesting mechanics/effects, not be a point sink. But, I don't mind it if it's something boring like +Hit% or +Crit% as long as each point spent is CHONKY. Like +5% or +10% per point; something the player can actually notice. Whereas, nobody can tell the difference between 1% of anything.