Originally Posted by
ThirdChild_ZKI
A lot of what you said has, in fact, been suggested.
I'm aware, that's the reason why I used some of them as examples for reasonable dialogue. It's something you can talk about. And since we're in a thread about "the ole days", it would be a very productive thing to pinpoint what exactly people miss from those days. The ability to burst people on their own? Did they simply prefer the large arsenal of skills at their disposal? Was the way CC was handled back then more fun? Did they prefer the job pacing? Did people simply prefer going 1-2-3 over 1-1-1? What are the key points for skill development you'd like to have back? The job complexity of PvE? The prevalence of OGCD weaving? Using your buffs before bursting? Monitoring the entire screen for buffs, debuffs, CDs, CC opportunities etc?
I know I'm missing the fact that I can't gib unsuspecting people as MCH anymore and require considerably more coordination from my teammates to kill stuff and I miss having sprint as baseline. Seal Rock bases are also iffy to defend in 72 man with no spammable AoE abilities. If they are going to run with the MOBA approach, I'd also prefer to have my abilities be powerful and have vector-based aiming, because the current ones largely feel weak and it gives just hitting abilities a dimension of skill which the game currently supposedly lacks. That's my opinion that 'that' topic.
There are only a handful of replies in this thread that go into that direction, though, and that is my critique and something I hope will change going forward. It is a very valuable discussion to have what the old PvP does better or worse and what the new PvP does better or worse and whether and how it might be possible to transfer the advantages of the old to the new. That's good, that's productive and it's something the community reps can translate and hand over to the dev team (Whether the dev team accepts or acts on that feedback is a different topic altogether. We had that discussion a while ago). And since the rest is offtopic, I'll put it in spoilers.
As for whether their attempt to appeal to a broader audience was a good move or not, I frankly find it hard to say. What I am going to say is that "if" in fact more people enjoy (Note: Not "play") the new than the old, it was a good change - in more than one way, because as Geryth said in the other thread, the bigger the community, the more likely they'll give it attention (And to add a cynical remark: The easier to monetize, the more likely to get attention as well, which will have played a part in the minion decision). If the numbers are the same, it's a pointless change and if the numbers are reverse, it was a bad change. Them constantly throwing rewards into the mix makes it impossible to single down the effect of other changes and that's the trap Yoshida walked into with his "More people are playing due to chat restriction" remark and that other people are also eager to walk into. You can only say:"More people are playing, these were the changes and I think that..."
But while we are at the topic of community: Only a fraction of it bothers with posting on the forum and neither team tryhard nor the frontline discord are an accurate representation of it. The vast majority of it will be silent and simply decide to play or not play. And these people matter as much as the vocal community on the forums. And disclaimer: I have no idea how that community looks or what it wants, it might share the opinions of the forum/discord/reddit community, it might not. I just want to put up a giant reminder that every view of the community, yours, mine and everyone else's, will be biased.
That's relevant when you think about whether shatter/objective based PvP is popular or not. It's in that other thread, hence it's in off-topic spoilers here, but it might well be that Shatter is in fact popular by its gameplay, even if it's hated by everyone in your social circle. And yes, there are also other factors that contribute - rewards, queue times, etc, - but it's important not to preclude something over your social circle. And with that, /endrant