Posts by solace

    or is it just so difficult to drop this subject because you're seeking personal satisfaction winning this internet argument over another? Or perhaps it's just so hard to sleep at night knowing that someone badmouthed or made fun of you..

    eh, according to Lila, they've already "won". They had their moment to make me look bad to everyone and did it. They presented the only case they could to strike me down in the public eye and did just that. Akin to a school bully. That's all that bothers me. Acting like their own opinion is of more validity, and using the eyes of others to make it seem true. There was never any discussion on Lila's end, just making me look bad because of pre-existing contempt.

    Dude. What is wrong with you?

    Wrong with me? If you've been paying attention, you can see that this person has possessed ill will towards me personally for the "past week or so", expressing fatigue and frustration because of my complaining about the design.




    Their demeanor in the video description and forum posts was also less than professional and clearly directed towards me, which inclines me to call them personal attacks. I was just trying to defend myself. My everlasting apologies.


    My last post was just to clarify that only one thing was disproven, which I acknowledged fully. But, bizarrely, their response seems to be backpedaling, denying that they were ever trying to discredit any of my "peculiar" opinions, only the one piece of misinformation. This doesn't fit with what occurred. If you look back on my previous posts, this was the first time I said it was impossible to solo. If their claim were true, there would've been no cause for "exhaustion", or cause for their behavior. Unless they were angry because my points didn't correspond with their opinion.

    I could go into detail about how not being able to dodge anything is not skill limiting nor bad difficulty design, and how implementing a system that limits the amount of dodges you have access to in itself raises the skill cap of a game regardless of whether those dodges are ample enough to avoid everything. But I'm not going to waste my time.

    That's a real shame. I would've loved to hear it. I only wish you began with it, I just might have agreed with you, or at least it would've led to a much more intelligent conclusion. Unfortunately, it didn't go quite so productively. You were far too focused on attacking me, and having your way.





    Thank you very much,


    solace

    :stella1:

    Feel free to let me know if you want me to record another one without brooches/titles/armor in addition to the no wind rupture (similar to the Erwin one posted). It'd be fun to mess around with for sure, and I'd be happy to oblige.

    Won't be necessary.


    So, you and others have proven to me it's possible. While my final conclusion was incorrect, I don't know how much this is supposed to change. Aside from the end, my post was actually mostly focused on what I believe to be bad difficulty design, rather than whether it was possible. As such, people can either agree or disagree. The majority is not disprovable.


    Erwin's video uses a mod to help with the bad camera angles like I spoke about. Also, 12 minutes and how many consumables did he use? Doesn't refute my point that not everything is dodgeable, limiting skill. Neither did yours.


    Contrary to what you might think, there are games where everything can be 100% consistently dodged depending on your skill. (This was one of them, up to a certain point)


    Your video was inaccurate. If you mean you'd actually do it accurately this time, that would be, I believe the word is "acceptable". But as I said above, it's not necessary, as I don't plan on playing the game further.


    Lily's video uses good akashas and good gear, because it wasn't meant to be a little pissing contest, it was actually meant to be informative. But that doesn't help prove that it's possible without good gear which is what you were trying to do.


    Neither was a majority of what I said "misinformation", because there wasn't a whole lot of "information". I clearly listed design elements of the room, what they do, and explained my point in a clear way. Like vheissu said here,

    If you were seeking more difficulty then you should have been asking for more content, or realized nothing in this game has ever really been difficult, just more time consuming.

    game's not that hard, so they're forced to do things that are abnormal, like I expressed here:

    I don't know about you, but I don't remember all the other times I had to dodge massive screen-filling AOE.

    This just seems to have struck a particularly bad chord with you.

    :stella4:

    Honestly, I knew this was the case seeing as how Lilabelle just threw that video together quickly to give me a good screw you, but the summary is helpful.

    Seeing you complain about new LC's second room every day for the past week or so has actually been pretty exhausting, so I went ahead and made something just for you.

    Enjoy the title of the video and the quality selection of music.

    TBH, I was going to ask in the last post but edited it out. I also muted it. Sorry. Only interested in the gameplay. (I can only imagine it was perhaps something to mock me...:)) Can't say how much this really changes, though. I still think this and room 3 are piss poor implementations of difficulty. I also see they nerfed the Jokaquins, so my post is slightly outdated. Can't really blame me for not wanting to try it again after dealing with the previous version. (I still did, earlier, liked it just as little) Either way, Haru is a different character than Lily. I think I'll take a closer look at Eternity's video instead. But thanks for the help!..

    :lilly2:

    Before, you guys were arguing that the raid revamps will come eventually anyways so we may as well have it now rather than later and petitioned to keep the revamped raids. Completely disregarding the fact that the changes in difficulty were meant for a player base drastically different than ours due to the power creep and much stronger players in other regions when the raids were revamped.


    Those who were already very well geared were still able to do those raids, so they didn't care how it affected the newer players. All they saw was how it benefitted themselves

    lol, completely this. But it's no surprise

    The difficulty of the current revamped raids is nothing that you can't handle in entry level 55 gear.

    Lol. Entry level. What's that? Un-upgraded Vicarious? +4? Anything higher and it's not that "entry level"

    You just have to learn the mechanics and improve yourself.

    improve what? I've said it before, there's one mechanic. Dodge. LC room 2 is more than enough to illustrate why this is not an improvement. You can't walk around freely, so the "strategic" thing to do is to mosey your way into a corner or along the sides. This is conveniently where they spawn, where it gives you terrible camera angles, and where they will eventually swarm you easily. Additionally, keep in mind not everyone has Haru's cute little screen wipe that deals a million damage, so you've got to actually hit things and hit them a lot. If you're trying to sell me on "just dodge everything", which is this game's only element of skill, then you must have cards that allow you to spam dodge, because all those enemies on the screen demand a hefty amount of stamina in order to dodge all their attacks. Actually, I'd go the route of saying without stamina regen cards or stamina stats it's impossible. So the end result for everyone that's not exceptionally well geared and Haru, you sit in the corner getting stunned by 6 super armored Jokaquin bosses while you hopelessly try to get hits off on them, unable to kite them or use any actual strategy other than the grand total of the 1 mechanic this game includes. Huh.


    You've got a combination: Low DPS (unless you've got a great weapon), 20% of the surface area that is traversable, melee focused gameplay with ranged attacks on the enemies, the attacks include stun which removes dodge potential, the strategy includes "dodge everything" and "sit in a corner so you don't get interrupted by the massive AOE" only one of which is actually possible because there are too many enemies to do the former, but being forced to a corner removes a ton of actual strategy and dodge potential


    Do you even know what difficulty is? I'll answer that question for you; No. It's not putting the player in kooky crazy situations and expecting them to be able to like.. 'somehow' get through it. It's putting players in a situation designed around the core mechanics that's extremely hard in relation to the rest of the game. In relation to the game's actual mechanical design. I don't know about you, but I don't remember all the other times I had to dodge massive screen-filling AOE. And what's most important, is giving players the means to complete it successfully. Giving players the means to complete it perfectly. When that's possible in LC room 2 I'll come back and tell you it's a vastly improved skill based iteration. Right now it's a complete joke of a mindless XD spam-fest in which you need the highest of the high gear, akashas etc to even stand a chance and if we're being honest, without that, a team to separate aggro so you don't get XD'd by 6 ranged stun attacks and to deal damage that is reasonable.

    This game unfortunately it set up really well to die from whaling. Not by GameForge, but LionGames.

    Agreed. It's designed from the get go to be extremely p2w focused. I think the only thing we can really complain about at this point are the prices.

    I swear this person would eat shit if fail forge told they to do so

    I got a really good laugh out of that. Thanks. Mostly because you think I was defending Gameforge.

    I'm not defending their practices. There have been lists about the things they're doing poorly. Their practices on just about everything are player-unfriendly and do not have longevity in mind.


    What baffles me about this is that nobody saw this coming. Did you really think constantly creating and deleting characters was an intended mechanic? They sell anti-des, akasha transmitters, respawners, just about every other "premium" consumable in the shop. Do you think that's because they don't want you to buy them? They instead intentionally want you to create and delete characters a million times. This really shows how little this community knows about game design. Here you are, yelling about a fix that was obviously going to get implemented because of something so obviously unintended, yelling about how the new raid difficulty is "challenging" and "more fun" when it's probably the poorest example of difficulty design possible in a video game. Here you are talking about how endgame is boring and you need more content to stay satisfied when content would be like applying a band-aid to a gunshot wound. The underlying problem is the game is about as deep as a puddle. Glitchy, casual, anti-skill based nonsense designed at every juncture to make you pay money. At least, this version is. ...Which, I'm not sure why is a surprise to anybody! Isn't this the evil publisher Gameforge we're talking about here? But that has nothing to do with the fact that it doesn't take very many brain cells to figure out this was completely unintended. This was more a case of nolifes being nolifes and grinding the bloody hell out of a video game with almost no depth.


    Sorry, but them's the facts. This is a free to play video game, not a pay to play. I'm not excusing the price difference between regions, territories, the free to play model in general, just excusing the expectance of everything to be so easily obtainable, without spending, by means of something so obviously unintended in a free to play video game.


    If you don't want this to be the case, which nobody does, then start telling Lion/GF how much you want this to be a pay to play instead and allow us to get every item via reasonable means in game. Imagine getting rare cosmetic drops off of endgame bosses or something!... cool, huh?

    hahaha


    Let the true nature come forth! Everyone will see what the game is supposed to be, and they will BEG for a P2P model!


    Well, actually, they'll just quit the game.

    Why's everyone yelling? Nyoka is right. Everyone is exploiting a function to get items that are intended to be paid for. It's how the game is supposed to be designed around the model. They sell respawners for pete's sake, that alone should've clued you in on this. But whatever. Funny how the true nature of the game is what's gonna make people quit. As for me, the new raids are going to do that job just fine.

    Apparently, the definition of challenge:


    Enemy spam

    Turn the HP up to 11

    Turn the damage up to 11

    Not being able to walk around or step on the floor

    Being stunned, for unavoidable combo potential


    Am I missing something here? I thought it was common knowledge this game's difficulty was designed to be cheap to get people to buy respawners. Now people are taking it seriously like it's some kind of deep, strategic game. There's one mechanic. Dodge. And they nerfed that as well. This game's not complicated, but somehow, people still expect a "challenge" from it. There are far more ways to increase difficulty in a game, but unfortunately, none that are quite as easy as spamming enemies and quickening the pace of already gimmicky mechanics like the fire floor and bombs.


    Edit:


    Everyone that says they like the new raids are equipped with the best gear. I feel like this is a very biased point of view. My idea of a challenge is something you don't have to rely on gear to complete. I think it's different for an MMO, but in my view if anything in this game was a good challenge it would be completable with un-upgraded, blue armor. If that's unrealistic, then you're telling me you have to take damage. If you have to take damage at any point, then it's not skill based enough for me to say that it's skill based. Previously, Manics that were reasonably soloable were soloable because you could dodge consistently. Trying to argue the point that you can 100% not get hit in LC room 2 is a lie. With the speed of the Fire room I would also say not getting hit in that is... Not impossible, just 80% impossible. It goes without saying then, that if they went back to a version that had less.. Anything, honestly, it would be more skill based because dodging would be at least slightly more consistent. That's a vastly preferable result. Not even to mention the drop rates.

    Don't you have any idea how difficult LC raid is right now?

    I swear to god, it's just enemy spam. Is it actually supposed to be like that? Let me know, please, because then I'll know not to bother with any of the other raids and just continue grinding RF dungeons, then be forced to drop the game because of its god awful difficulty implementation throughout.


    Thank god there's a bug that allows you to skip to the boss after the second room, otherwise my whole team would've used 5 respawners in one go.


    I don't think I can even currently unlock the next ones because the quest is incompletable. I don't even know if I need to do that. I didn't care enough after stepping foot into that level.

    LC isnt really more difficult than before. The only thing that is really punishing right now is the fire in that "jump'n'run" room.
    I can clear it pretty easy in like 6-6.5 minutes. Solo.

    Hahaha.. Okay.


    They should just put text on the raid entry screen that says "Upgraded Vicarious set required"

    Fire trap room is actually really fun.

    what

    If the drop rate has been lowered, which it really sounds like it is, that's more than enough reason to revert. We don't need the market prices to go even higher because the rarity on an already rare set of items was increased unnecessarily, exacerbating the already inflating prices and artificial rarity, widening the gap even further between the people who have everything and the people who don't.

    I really do wonder the point of the energy system. The only thing it has the potential to do, is prevent people from getting into your game. GF, you should really try to work out some deal with Lion to remove it. Then you should also add a dungeon mode where it scales to your level so you can still grind for district specific items at a better (or possible) rate, stabilizing the market. That and increase the Chip drop rate, at least a little bit. There's so much artificial rarity going on right now that's causing sky-high prices, it really needs some method of correction.

    And it's not even like you have to struggle to get one. It's not hard, just time-consuming, depending on your luck.

    Hmm, I see. Time consuming might as well be this game's version of hard right now, considering its main gameplay element is grinding. "No struggle"? I don't know about your server, but over here in NA it takes a while considering the price of the gear, and rarity of BPs. It's not really hard by means of personal capability, rather just grinding. A little more on that at the bottom.

    There was one challenging Ark Ship todat though, that Suzie was alive more than 20 seconds. The reason was one of the team member was level 54 and only wear a blue sword lol. Such a nice troll on us

    And that was just one person with a blue weapon. 2, 3 or 4 with un-upgraded Uniques or blues can last a respectable amount of time. I mean, it is safe to say the rest of your team was rocking +6 upgraded Vicarious weps/sets? If that was the case, even minus one person those are gonna destroy what's in front of you.

    The purpose of gear is to faceroll though... You just have to accept that being OP = boredom. There's no way to avoid it unless you stay in noob gear forever. Like One Punch Man, LOL

    What this guy said. "It's only the best set in the game, upgraded 4x on every piece w/ a +6 weapon, the game's just too easy haha! If I don't get instakilled with the best set then it's just not hard enough!"


    This is why I agreed with the previously expressed concern about people talking about difficulty. They have no idea where it ends.

    If we cant post videos from other games to illustrate mechanics you might as well make it so we cant mention other games in text form either since it is the same thing. If dumb rules are going to be made might as well not half ass them.

    Agreed. Now...

    Just agree that there are games that do need new content to keep being interest to a wide audience.

    To keep this short, I've thought about this carefully, and I can't fully agree. There are multiple factors to how much you can replay a game, personal taste, content, gameplay, things to obtain, in some games ranks or times to achieve. There were more that I wrote last night but I forgot and my draft somehow vanished into oblivion. The point is, right now for this game, content and things to obtain are the reasons for playing. The gameplay? Is boring. Particularly bosses. Whether they be dealing mega damage to you in a single hit creating artificial difficulty or comboing you dealing mega damage, creating artificial difficulty, they're not as enjoyable as I believe they could be. Even if they were really fun and challenging, required team coordination or something, I'm sure the extremely limited selection of mediocre or nonexistant loot that drops 80% of the time would make it feel not worth the effort anyway. What I was trying to say with my statement, is that if someone enjoys a game enough for any of the reasons listed above (or others), they will be able to enjoy it in the future. And depending on the reason, will last much longer for them personally. The game won't suddenly become something they don't enjoy (unless something big is changed, #RipMercy). What I was trying to do, is bring gameplay into the current mix of content and things to obtain. Right now, that's not the case.


    For instance, one of the games I play a lot is Left 4 Dead 2. The gameplay is fun to me, and as a result it's lasted years with only a handful of maps. New content hasn't been released for that game in.. nearly a decade I believe, but that doesn't matter to me, because the game has depth. Whether it be the Survival mode that you can practice and need a good team to get good times on, Expert or Expert Realism modes you can go tryhard on, speedrunning the campaigns as I used to do with a team, the game has longevity because I like the gameplay, and depth because of its multiple things to achieve that require time investment. I merely try to illustrate the point that if this game had more depth, more things to achieve other than "Grind for this blueprint" or "Grind for items", its longevity would be impacted further than only content. Its depth is rather shallow, no worthy time investment reward other than maybe a hairstyle or something once you get enough DZ. Should cosmetics really be the end game? I don't really know, but I don't think so. Cosmetics are the kind of thing that are supposed to augment your play experience, not be rewarded with at the end. This is kind of why people say there's "Nothing to do" at endgame, or they express actually being bored with the game. Nothing they've done has actually rewarded them in a meaningful way. The only things that mean anything in this game are content, and things to obtain. The flaw with your logic is that if they were to follow your proposal, they would need to release content indefinitely in order to keep people engaged. This is not possible, so you have to look for other methods of increasing longevity.