secret third thing of the [redacted] system
system's designated final fantasy xiv hyperfixation account now apparently
:3c
| pronouns | they/she/it |
| age | >21 years |
| pronouns | they/she/it |
| age | >21 years |
import sys;
def main(args=None):
if args is None:
args = sys.argv;
...;
if __name__ == "__main__":
main();and sure enough, python is compiled :p
@kasdeya i have zero experience with shmups/bullet hells and one (1) experience with rhythm games so take anythihg i say about those with a grain of salt but
the secret with ffxiv, and probably with rhythm games/bullet hells, is that you only see the one winning run, you don’t see all of the practice/planning on that specific fight/song/level and you especially don’t see how that one fight built on everything before it. ffxiv has a pretty consistent visual language for its fights, so once we got used to that it became easy (or easier at least) to look past all of the flashy attack animations and visual noise and interpret what we’re supposed to do
that doesn’t cover the, fight choreography i guess? the planning “this attack is always followed by that attack so we position the boss here to create a safe spot there” - that can get pretty complicated, but it’s less intimidating than it looks with practice and talking it out before the fight. so yeah tl;dr the game is flashy and overwhelming at first glance, 100%, but with practice it’s not as bad as it looks. i’d be happy to walk you through stuff if you ever try the game again
i don’t think i have the skills/reflexes/focus under pressure for current high-end content, but damn if the old high-level content isn’t fun
there’s so much to keep track of and so many ways for things to go catastrophically wrong, but that makes it all the more thrilling when everything goes right
…i’m getting sucked into the raider pipeline aren’t i