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Originally Posted by
KenZentra
people quit, people get moved to different projects, but thats not something new for any game studio or development team. Yet it is brought up to deflect as to why the team is still so small
The credits don't agree with the assessment that the team is small.
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why content is fewer and further between.
There have been games with less content with further between. I remember reading players complaining about that for SWTOR. My understanding is that Blizzard had to buy an entire game studio because of a similar problem - the time it takes to recruit and train people faster than they leave or retire. People who live in the vicinity of their workplace, which this studio did, by sheer chance.
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The team working on FFXIV should not be working on anything else
They aren't because when they left for FF16 they became the FF16 team.
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Originally Posted by
Avoidy
Something new was tried by revamping SMN. On the surface, in the initial livestreams, it looked good. It generated a lot of hype. And for a lot of people, it was good enough.
It is for me too.
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For some people, one-and-done content is perfectly fine and they feel great about spending 15 a month on a few hours of content once every 4 months
It's just how people play games now. I remember always looking at my Steam list and seeing everyone play the newest game, or the game that just released DLC, for a few days and then moving onto the next game. SE is just designing content around how people play games.
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but for the people who aren't fine with that, they're submitting feedback and hoping to god that things change in dawntrail.
Most likely the issue here is that they are a relative minority. I think it is still a huge amount of players but relatively speaking, the casual audience that would just login for the DLC and then leave after a few days is massive. I don't think they completely ignore people that want content to last longer. They make raid content that takes many players weeks or months to progress through and add rewards such as mounts and glamour for spending an extended period of time.
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I really think pulling staff members to work on XVI had an impact on EW's post-game content.
This is just flat out untrue because XVI was in development since 2015. That means that staff have been "pulled away" since Heavensward. There was plenty of indication the game was planned for release much earlier in EW but got delayed due to covid, so most of the work was probably already done by EW release. They have only admitted so far that Soken, Koji and 1 English localization person worked on both and obviously Yoshi-P oversees the spreadsheets and resource allocation and logistics for it because he oversees that for the whole of CBU3, but he wasn't the director who oversaw the creative process.
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mechanically it feels like it was made by someone who didn't have a decade of encounter-design experience backing them up
The mechanics were actually really good, what was different was they were more telegraphed than normal. If you got the same mechanics, but didn't have the indicators, they would probably wipe alliances a lot. They wouldn't have them in Heavensward. To this day, Weeping City is not very intuitive and people die to lots of random things because of a lack of indicators, such as avoiding the death area and then later standing in it, or virtually all of Ozma's mechanics that involve just knowing what the different animations mean. Now imagine that they got those fights and telegraphed them as well as they do Oschon's bow. You can get that on the first try because of how extremely well-telegraphed it is. This has been a design they have applied retroactively to older MSQ dungeons as well, to make mechanics intuitive aka obvious on the first playthrough.
They actually ask people to design a dungeon boss fight as part of the job application that has the same difficulty as a modern dungeon. So when hiring new people they were obviously satisfied with their design ability.
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Why weren't these people supervising the "young guys" as they designed myths of the realm? Were those people pulled to help with XVI? Or maybe they don't work with CBU3 anymore?
I think it is just a decision from the top to telegraph them better or make them less punishing. I think that if Yoshi-P said "make them brutally difficult" they could just as easily make them like DRS or an ultimate alliance raid.
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It looks great on the surface, but after you do it once, it's not something you're itching to go back and do.
I think the Byregot and Nald'thal fights was were great conceptually as well, it is just them not withstanding current gear. I looked forward to doing Aglaia week after week, personally.