On Bug Repellant

Blaugust Post #28

I didn’t think this was going to happen at the start of this year, but this weekend I find myself in Seattle, attending PAX Prime with Tamrielo and Kodra. I’ve previously been to East (twice) and South, but this is my first time coming to the original venue. It’s also my first time attending any event where there’s been a Final Fantasy 14 Battle Challenge. The enemy for this event is Ravana, normally encountered as part of the Heavensward storyline at level 53. This one’s been scaled up a bit to be an appropriate challenge for level 60 characters.

On Bug Repellant

We met up with another member of our free company, which meant we had 4 people familiar with the fight. Joining us were 3 people who had never played Final Fantasy 14 before, and one who did play, but was not high enough level to have seen the fight. We got through the slaughter phases pretty well, but we had some issues with the defensive phases.

On Bug Repellant

In the end though, we emerged victorious. It was actually kind of satisfying helping people who hadn’t seen it before get through, and we got nice new shirts out of the deal.

On Levels

Blaugust Post #11

Not too long ago, Tam wrote a post (and a follow-up) about why we should get rid of levels. SAO contains hints of this, mentioning how a level-based system isn’t really fair in PVP contexts, with a subtler hint at the same idea explaining why the second arc doesn’t have levels. In general, I don’t disagree with the arguments presented, but I still think levels are worth keeping.

Progression

It’s possible to have progression without using levels, but I feel that having a level as a symbol of how far you’ve come is more important than any actual increases you get from it. Diablo 3 is a good example of this, as each paragon level doesn’t get you much, but it still feels good to get the level up animation and sound. Skyrim likewise gives you a small power boost as you level, but a large part of your power is based on your skill levels, which might be somewhat far removed from your actual level. (A system was introduced after Dragonborn came out that even lets you reset your skill levels and level indefinitely.) I haven’t played a lot of SAO: Hollow Fragment yet, but it seems to work similarly. (It also has the somewhat ridiculous level cap of 250, and Kirito starts at level 100. These numbers are kind of just there.) Tam kind of dismisses this point, but I feel like it’s relatively important. Even at max level in games with vertical gear progression, you tend to make a different number go up (since both WoW and FF14 tell you your average item level). Admittedly, there’s no “ding” noise for hitting ilevel 170.

Yes, I hit 70 on my first character from desecrating a fire.

Baby + Bathwater

I think more than that, my problem is that most level-less systems that I’ve seen so far either aren’t (TSW) or are 100 times worse (Destiny), with a few exceptions. EVE seems to have figured this out, but it has the problem of being EVE. TSW claims not to have levels, but that’s a big fat lie, as your power is 90% based on your talisman levels. If the big skill wheel was all there was, that game could still be compelling, but they felt the need to add a power gating mechanism on top of it. Contrast this with Guild Wars (the first one), which had actual levels, but intended you to hit the level cap (20) about a third of the way through the campaign. The bulk of your time is spent acquiring additional options, especially Elite Skills, which had to be acquired from bosses out in the world. It’s not a level-less system, but it acts like one, and I find it one of the better examples of such.

On Levels
There are… other problems with this wheel.

Destiny tried to be like Guild Wars, but is structured more like WoW or FF14. The story is enough to take you to about level 20, and you have “light levels” after that. Most options for getting additional light relied on random drops, and your light level still restricted what you could do, so this ended up being worse in almost all cases than having normal levels. Bungie seems to agree, and is going to normal levels with their first real expansion. Most systems I’ve seen so far that attempt to gate power in a way that isn’t related to level don’t actually fix any of the problems Tam outlined. As a consumer of games and not a designer, levels are easy to understand and mostly work, so I think I’ll stick with them. Changes have to do better than “mostly work”, and so far I can’t think of any that have.

On Dancing

Blaugust Post #10

Last night, our Monday raid beat up Bismarck (Extreme). It helped a lot to have Belghast, who cleared it with the Wednesday group last week, but it was still the first kill for 5 of us. Bismarck is one long DPS check, but more than that it’s the kind of “controlled chaos” fight that the Monday group excels at with AOEs flying everywhere and weather changes that have to be reacted to appropriately. Clearing this fight opens up our way to Thok ast Thok (Extreme) and the hardest current encounter in the game outside of Alexander (Savage).

1-2-3

As suits his music, Ravana asks you to dance. It’s the kind of intensely structured encounter where you need to know what’s coming, as reacting to it is generally not going to be fast enough; it’s kind of like Titan in this sense. In addition to his normal abilities, Ravana has a series of attacks called “Liberations” (Prelude to Liberation, Liberation, Swift Liberation, and Final Liberation). Each of these is a 15 second cast (he takes bonus damage while using these) that ends with a very choreographed attack pattern. These vary in difficulty from “You remember Ifrit EX, right?” to “What madman came up with this nonsense?”.

Fortunately, all is not lost, and Someone came up with these simple animations to show one way of dealing with what’s going on. I love it when players do awesome things like this, because trying to explain Final Liberation in just text requires a lot longer than the 54 seconds of this video. Understanding how and why it works that way isn’t really something you can get from the video, so there are some drawbacks there too.

On Revenge

Blaugust Post #7

I still don’t take enough screenshots.

FF14 recently added an option where you can go into dungeons as an “undersized party” which is the only way to enter with fewer than the required number of people, and also skips the level sync portion. In all honesty I’m not sure what the intent is, but we’ve used it for two things: Entering level 50 raids at 60 and soloing old content.

Into Darkness

Before I even properly leveled anything, one of the first things I did was go into Dzemael Darkhold on my warrior (at 50) and see if I could solo the thing. DD is a level 44 dungeon, and at the time I needed a relic drop from there and was quite tired of running it at the proper level.Turns out that except for the final boss, not only is it possible, it’s easy. The final boss is also possible, but considerably less easy. I always liked doing similar things in WoW, so I think this got me hooked on trying to solo things here.

On Revenge

Further Endeavors

Fast Forward about a month, and I have a level 60 Paladin, ready to try my hand at some tougher content. Still needing Relic drops, I decided to start with Amdapor Keep, one of the “starting” level 50 dungeons. This took a bit more doing than Dzemael Darkhold, especially because the final boss has a healing debuff. I’ve been working my way down the list since then. I haven’t had any success with Copperbell (Can’t keep up DPS on the boss and do mechanics), or Lost City (The first boss just eats you, which is fatal with no party members). I did manage to solo Wanderer’s Palace and Halatali. I still have quite a few to go, so we’ll see where the brick wall is. I suspect that if I run into issues as a tank, I could always come back as one of the Arcanist classes once I get to 60.