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  1. #521
    Player OmnysValefor's Avatar
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    It might Cal, it might not.

    I know that the Japanese have a soft spot for Playstation, but also, I'm sure that it must be frustrating to play a game on a system that frequently locks up or blackscreens. SE's not even making the effort to find out how practical the migration could be.

    The Japanese love this game to, so say "Hey, the best thing we can do for this game is to move past the PS2, would you be willing to upgrade?" and find out.

    Maybe this year's census will have some data on the stats of who is playing on what.
    (4)

  2. #522
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    It would be nice if that were included so we can see just how many people would really be possibly effected by it.
    (1)

  3. #523
    Player FrankReynolds's Avatar
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    Mrkillface
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    Cerberus
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    MNK Lv 99
    Quote Originally Posted by Daemon View Post
    Ugh Frank, they had no choice but to build it that way. Technology that's 11 years old meaning before 2001 the tools that were available are not the same as now. And I'm sure its a few years before that FFXI was in the works. So in the late 90's.

    Your argument doesn't work in the sense that if you remove level 99 caps, several items abilities, spells, and several expansions. Back when 80 inventory was enough, no moogle slips etc.

    Less content, lower levels, less requirements, then the game was fine.

    Its now in 2013 a never ending game where the fanbase wants more power, more content, more items that's over flooding and reaching the limits that they are at a point where they have to work around limits.

    Game engines back then were not designed to allow DEVs to add upgrades like game engines allow today.

    Otherwise Sony could have released an upgraded version of PS2 that would allow game developers to expand their games and allow more than what's limited. But then the game engine that's used has to be able to have the power to surpass that limit.

    If you only have 1 bedroom, as you add more things in your room, no matter where you put them, you can only add so much, and to conserve space the only thing you can do is move around your stuff from one side or the other, or use the space reaching up to the ceiling, and even though you want to add more, you can't because your living in a room that cannot be expanded, that's your limit.

    And that's how I see the issue with pushing the limits to what the Devs want to do but can't so they have to work around those limits such as adding another moogle inside Mog house rather than add the feature onto the moogle you already have.

    Call it poor design all you want. If you want more power, more items, more levels, more abilities, spells, then the worse the design will get.
    They are bad design. PS2 doesn't force them to make monsters that one shot people or events that require hundreds of people or drop rates that suck ass. None of the things that are wrong with WKR have anything to do with PS2 limits.

    Inventory issues are again, not a result of PS2 limitations. They are a result of developers who choose to blindly throw stats on equipment with absolutely no consideration for how they will be used or how they affect inventory.

    They have have an ass backward attitude that leads them to believe that having to choose to drop one item or another is a fun and interesting aspect of the game, when in fact, it is annoying and detrimental to player, the game and the company as a result.

    At best, it is lazy and / or negligent planning. At worst, it is just straight up sadistic.

    Any intelligent software developer knows that the more new and interesting ways that your customers come up with to do things with your software, the better your chances are of success. Trying to force people to only use your software (or play it) one specific way is a foolish endeavor.

    If you make a letter opener and customers start using it as a chef knife because it happens to work great for that, you don't put spikes on the handle that cut the user any time they apply more pressure than is required for opening mail. You try to make it into an even better chef knife.

    Quote Originally Posted by Daemon View Post
    As for wanting change, when you are analyzing the results of an effect over time, priorities alter constantly.

    Because most of the community surpassed all other content and reached end game, making decisions to alter the game have huge gaps.

    For instance, not enough players to level with each other through lower level content, therefore DEVs had to speed up the leveling process so those who are new could catch up to those who are ilvl 120+ which is a very huge gap. But at the cost of making all level 1-99 gear in AH and content irrelevant.
    Nobody asked to be level 120... At least not on the English forums. And iLevel is stupid. Straight up bad. An awful idea. Period.

    Quote Originally Posted by Daemon View Post
    Most decisions are based on where the majority of players are at.
    The majority of players are on other games. The majority of the ones still here are standing around doing nothing. Gear is replaced more often than ever, making anything that takes any effort / time into a waste of effort / time. Even if you decide to waste the effort, where do you put it? Devs say you should decide what you want to carry, because choices are fun... Broken logic. Crazy people use this sort of logic. Even my dog would rather stuff two tennis balls in his mouth than throw one away.

    Quote Originally Posted by Daemon View Post
    That's why DEV team then have to fill in gaps between those who are 99 and those who are ilvl 120+ after since they already corrected the issue of new and low level players leveling issues with things like GOV and Abyssea allowing anyone to level to 99 in half a day. Well more like 8-12 hours now.
    Devs created that gap in the first place. No one was expecting to gain twenty levels in 45 minutes. They just wanted some new, slightly more powerful gear to go after.

    Quote Originally Posted by Daemon View Post
    Always expect when a good change is implemented, there's a catch.
    More broken Dev logic. There doesn't need to be a yin/yang to every change. Everything in moderation. It's okay to just make good things. Every cookie doesn't have to have glass in it. Every horse doesn't have to buck the rider. Every pair of underwear doesn't have to be made of burlap. Sometimes, things can just be good. Most times actually. I don't want a game to hate me.

    Quote Originally Posted by Daemon View Post
    The further the level advancement in any game, the harder it gets due to needing much more content, much more attention to keep you interested which requires much more resources.
    It's actually a lot easier to make / balance content for one level / power level. They made their own job almost impossible by creating a huge gap in character level / power for no real reason at all.
    (6)
    Last edited by FrankReynolds; 09-03-2013 at 04:50 AM.

  4. #524
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    Quote Originally Posted by FrankReynolds View Post
    Quote Originally Posted by Daemon View Post
    Most decisions are based on where the majority of players are at.
    The majority of players are on other games.
    That explains a few things...

    No really though, I got a good kick out of reading that.
    (3)

  5. #525
    Player OmnysValefor's Avatar
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    Quote Originally Posted by FrankReynolds View Post
    They are bad design. PS2 doesn't force them to make monsters that one shot people or events that require hundreds of people or drop rates that suck ass. None of the things that are wrong with WKR have anything to do with PS2 limits.
    I've tried to say precisely this so many times.

    Like Demon, I also got a good laugh out of "The majority of players are on other games.".

    It took me a second, but I realized you're not even being a smart***, the majority of the people who were really invested into XI at some point are now playing other games and not always because those games are better than what FFXI was.
    (4)

  6. #526
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    Quote Originally Posted by OmnysValefor View Post
    I've tried to say precisely this so many times.

    Like Demon, I also got a good laugh out of "The majority of players are on other games.".

    It took me a second, but I realized you're not even being a smart***, the majority of the people who were really invested into XI at some point are now playing other games and not always because those games are better than what FFXI was.
    Well yeah, at this point end game it only takes a week to be fed up with the new content. After playing a game like this for so long, compare us to someone with a PHD or Doctorate, in a sense that we don't need to spend endless months to know what the event is and how it works.

    Meaning I don't need to play Hurkan and Yumcax 5+ times anymore to know how the DEVs implemented it. Same rollercoaster, same mechanics, just different turns, swirls, loops.

    All bosses have the same objective, drop conditions, its easy but require you to kill it 10 billion times, or harder and long in fight to get a good drop but what people don't see is that the adjustment was probably made the same as both examples.

    Regardless which way they implement both events, it will require you to put in the same amount of time each. So even if you do kill Qilin 10 billion times, doing Hurkan 100 times will both come out to "you might get the item in 1 week or 1 year or more."

    Its like how Rubicund cells in VW was most likely a placebo to accomplish 2 things.. Give you motivation and hope of possibly getting a good drop, but most likely it was fake with the intention of deflating the economy and deflating the amount of cruor everyone had...
    (0)

  7. #527
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    Quote Originally Posted by FrankReynolds View Post
    They are bad design. PS2 doesn't force them to make monsters that one shot people or events that require hundreds of people or drop rates that suck ass. None of the things that are wrong with WKR have anything to do with PS2 limits.

    Inventory issues are again, not a result of PS2 limitations. They are a result of developers who choose to blindly throw stats on equipment with absolutely no consideration for how they will be used or how they affect inventory.

    They have have an ass backward attitude that leads them to believe that having to choose to drop one item or another is a fun and interesting aspect of the game, when in fact, it is annoying and detrimental to player, the game and the company as a result.

    At best, it is lazy and / or negligent planning. At worst, it is just straight up sadistic.

    Any intelligent software developer knows that the more new and interesting ways that your customers come up with to do things with your software, the better your chances are of success. Trying to force people to only use your software (or play it) one specific way is a foolish endeavor.

    If you make a letter opener and customers start using it as a chef knife because it happens to work great for that, you don't put spikes on the handle that cut the user any time they apply more pressure than is required for opening mail. You try to make it into an even better chef knife.



    Nobody asked to be level 120... At least not on the English forums. And iLevel is stupid. Straight up bad. An awful idea. Period.



    The majority of players are on other games. The majority of the ones still here are standing around doing nothing. Gear is replaced more often than ever, making anything that takes any effort / time into a waste of effort / time. Even if you decide to waste the effort, where do you put it? Devs say you should decide what you want to carry, because choices are fun... Broken logic. Crazy people use this sort of logic. Even my dog would rather stuff two tennis balls in his mouth than throw one away.



    Devs created that gap in the first place. No one was expecting to gain twenty levels in 45 minutes. They just wanted some new, slightly more powerful gear to go after.



    More broken Dev logic. There doesn't need to be a yin/yang to every change. Everything in moderation. It's okay to just make good things. Every cookie doesn't have to have glass in it. Every horse doesn't have to buck the rider. Every pair of underwear doesn't have to be made of burlap. Sometimes, things can just be good. Most times actually. I don't want a game to hate me.



    It's actually a lot easier to make / balance content for one level / power level. They made their own job almost impossible by creating a huge gap in character level / power for no real reason at all.
    The majority of other games don't require players to use gear for specific abilities, spells. That's why everyone has to carry so much equipment.

    Other games don't require macros for gear swaps or the need to have zillion pieces of gear to WS, or accurately accomplish a single task or land a spell.

    The majority of other games don't give you sub jobs, where you also use gears to enhance your Subjob abilities.

    And most games don't give half of the detail options of enhancing your character.

    Other games use color and fashionable items to make a character look different. FFXI offers items to make you stand out in power from the rest, not by how you look.

    Long difficult time consuming quests, missions, boss fights that drop powerful items that give everyone a chance to enhance your character differently because not everyone has the drive, skill or time to obtain certain pieces allowing each player to have different types of gear even if its a momentary thing, at least your accomplishment will make you different that everyone else's accomplishment.

    Unless you want to have the same exact power as everyone else using temp gear that everyone else can get easily only to toss it out for the next tier that everyone else can get.

    Most games make you choose or toss gear like crap items. And rares in most games are for fashion.

    As I said before, the power you gain from items were suppose to be power gained through level achievement. However the way DEV TEAM's direction, they prevent everyone from being able to solo mass kill everything in game and forever want players to party together to achieve goals.

    And making us powerless so much to the point that we depend on 18-250 people to do things, this is why limits are reached.

    Again, unless SE changes the entire game according to convenience, then FFXI wouldn't be FFXI.

    It would be like the majority of other games.

    At some point water will reach the top of the glass.

    I know I read an article written a long time ago that party play was always part of Final Fantasy games and that the DEVs did not want to break that tradition.

    Just we are coming to the point that as more people are quiting, DEV Team is implementing items that are easier or less time consuming to get to keep up with todays standard MMORPG.

    People today have more options than years ago and don't have patience to play just 1 game.

    And most people today just want instant gratification and quick results. We live in a time where people have much more ways to be entertained than waste hours upon hours just to do stuff.

    While it takes hours to get a party and do 1 boss at end game. Other games offer players to do 10 billion things in a couple of hours. And because people are getting use to that type of play, everyone is losing patience to stick around and do what FFXI offers.

    If you don't like the ilvl stuff, DEV team could have left us all at level 99. With level 99 content.

    If you are level 99, obviously you wouldn't go back and play level 30 content. If the majority of players are level 99, then how do avoid the gap of all the new players or whoever is 1-30?

    If SE never implemented Abyssea, FC and level to 99 in 8 hours. How are those people going to catch up if the majority is past all of that?

    Obviously not many people are going to raise their hand and go back and help those lower levels, otherwise I'd see people helping all the time rather than complaint no one cares and no one helps others.

    Then again to fill that gap, DEV team sped up the leveling process to allow everyone to level to 99 in 8 hours.

    Because of that.

    Cost of convenience just made all auction house, NPC gear from 1-98 irrelevant.

    Development gets hard when players reach higher level. All programmers absolutely discuss this issue and learn this.

    They have to always keep focus on where the majority is at.

    If the majority of players were level 30, obviously they are not going to focus on level 99 content.

    On top of that they have to focus on level ranges close to each other say level 80-99. Not 30-99. It just doesn't work that way. And the further in time the game is around, this rule applies even more.

    Meaning small changes can tilt the game off balance bigger as level ranges become higher and higher.

    To the DEV team I'm sure Delve was meant to be the last tier of SoA. People skipped part of the tier design and that tipped the balance of the game way off. To us it was a big effect. To them it probably was a small detail that wasn't meant to be a big crash. But a mistake made it that way which is how big of difference this mistakes can be seen at higher levels.

    Imagine if the content was level 10 and everyone skipped to level 20 instead. Not much of a big difference and not much of a big gap.

    That's how hard development becomes as levels are increased.

    No game developer is going to linger on to old content if the majority is past it doing bigger things.

    And as levels get higher, gaps become wider and yeah it sux that people get left out but unless SE invested millions more and hired an army of developers to focus on every part of the game.

    Why do it if there's not enough new players to join and fill in all those areas and populate it if there's no crowd?

    Then again if there's not a lot of people on the servers why direct part of the crowd away from SoA if its only going to kill SoA content? Then you will never find enough people to do WR.
    (0)
    Last edited by Daemon; 09-03-2013 at 04:24 PM.

  8. #528
    Player Luscia's Avatar
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    Luscia
    World
    Siren
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    DRG Lv 99
    I am getting really sick of the WK rewards for your efforts. I only have 2 items from Hurkan and I keep getting the same ones over and over with a crap synth item as a chaser. It's not worth the exp loss or bayld to even try to get a decent drop at all.

    At least half of my ally got the same thing; nothing. And we mainly consisted of the tank pt and support for them. It's crap like this that turns people off real quick SE, so for the love of Altana do something about it -.-
    (2)

  9. #529
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    Quote Originally Posted by Luscia View Post
    I am getting really sick of the WK rewards for your efforts. I only have 2 items from Hurkan and I keep getting the same ones over and over with a crap synth item as a chaser. It's not worth the exp loss or bayld to even try to get a decent drop at all.

    At least half of my ally got the same thing; nothing. And we mainly consisted of the tank pt and support for them. It's crap like this that turns people off real quick SE, so for the love of Altana do something about it -.-
    SoA still seems incomplete. I mean it needs more to be considered a full expansion at the majority of players current level. Higher levels have bigger demands and obviously what's out is not enough. But then again the amount of work to please us at this level would require at least 3-5 older content expansions worth to achieve satisfaction.

    If we were lower level say 75 then the amount of content SoA provides now would have been enough.

    But then we don't have enough people on every server and they don't have the team for that. So what we got is what we got.

    I just think people who play every single day several hours are the ones who expect way more. And the ones who don't play as much is enough.

    I know when I stopped logging in everyday and now only play once in a while, I'm not complaining.

    And when the DEV team finally stops implementing on to SoA. People will eventually realize, this is it. This is all that SoA has to offer and might slow down to do whats available rather than speed through everything and expect more.
    (0)
    Last edited by Daemon; 09-03-2013 at 04:37 PM.

  10. #530
    Player OmnysValefor's Avatar
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    Dude, you're wrong.

    Accept it.

    The event requires way more effort than the reward considering the high probability of nothing at all.

    It doesn't matter how much or how little content SoA has, the event is still badly designed, and is most-literally, self-defeating.
    (5)

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