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Honestly on the input of game graphics and presentation, it's a bit absurd for a flower pot to have the same (if not more) polygons as a player model. At best, it's misplaced; even my current rig (which ran me about 1.3k and it's only a year old) with a nvidia 970 would probably have problems running 1.0 at max settings. All of that comes at the cost of having a lively open world; instead you'd get barrened landscapes with tunnels. Lots of tunnels.
didn't have a problem running at full settings with my 3 5870's at the time also wasn't this posted on reddit ====> "a bit absurd for a flower pot to have the same (if not more) polygons as a player model"
if 1.x still continued to this day i'm sure running it with my 2 290X cards wouldn't be a problem. Getting 144FPS in dungeons and about 80 plus in the world.
I didn't take it from reddit, but it's frequently cited, even by the developers themselves in a presentation. .
And even then if you can run it, just how much does your rig cost? The very high requirements diminishes the amount of players that can reasonably enjoy the game's presentation. The game felt overly ambitious in what it wanted to do and lost sight of the important factors, and I feel like they're rounding about into the same problem with the heavensward updates (Diadem, PvP in general, etc)
I have given this some thought as it is a very good question and deserves an answer.
I will preface this by saying that I am mainly looking at it from my own perspective. A semi-hardcore player that enjoys midcore to hardcore content. I think that for the most part, people who get slapped with the "casual" title do not worry too much about the exact stats on gear or try to work out gearsets across ilvls and melding schemes and all of that. It isn't their thing and you know what? It's ok that it isn't. I can admit that most likely they are the majority of the playerbase and the devs should keep them in mind.
Right now there are 4 options for gear, 220 crafted, 230/240 tomestone, 230 wiping city and 240 raid. We have 4 sub stats that matter for raiding, accuracy, critical hit, determination and skill speed/spell speed. Non-raiding? It is usually stack up as much of your main substat as you can get for that their only considering its balance against the main stay for your class. Raiders have to consider an accuracy cap as well. So, with this system your want list from the items is either 1 level, non-raiding only looking at highest combination from main stat and secondaries or 2 levels, meeting an accuracy requirement then the same as level 1.
What could unique stats do about that?
What if the calculations were situational??? What if for some fights, other things were important? What if item X was OMGAWESOME!1! for one fight but not for another one? What if some characteristic of a certain raid tier fight used the item with a unique stat like "ballad +3" for BRD instead of the item that had more DEX which was better for another raid tier since it could be hard on healers or whatever reason. I will stop the train here for a moment. I do want to say that I am not advocating gear swapping during battles, I think that idea was put to bed some time ago. I am saying that different gear being BiS for different fights might be something good.
This does require other things to change. Why are all the endgame items U/U? That would allow people to use more than one to outfit their character. Why is every endgame item behind a lockout, with many of them locked out for 1, 2 or more weeks?
I know the answer that is given is usually that people will blow through the content and whine a week later of nothing to do. Is that really any different than today where people cap out in a day and complain that they have nothing to do until next week. Obviously, they could do GS or whatever, but if endgame progression is their thing, then those activities are worthless to them.
Still with me? Good, and if not, don't worry, I lost myself while writing this.
I guess my point is that, despite how much I would like to see them return, unique stats on their own will not do much for fixing endgame gearing. Yes, I just said that. /cry
However, as part of a larger change, perhaps including removal of daily/weekly caps, unique stats meant to fit nicely into certain situations could add a new level of gearing. Even more so if we toss unpredictable mechanics into the mix.
Oh, if you mean me, I agree with your post 100%. Tanaka got blamed entirely and ignorant players are quick to blame him (not you) instead of knowing the full story, IE how Wada rushed the game out..etc.
Poor Tanaka..he tried very hard and his entire career was at SE, and then well..you saw what happened to him and how people love to blame and hate on the guy. Sure, he has made mistakes, but we all have.
Same, the only lag I had was from the server checks that "prevented cheating" where the server had to finish one action before allowing us to do another.
Too bad it worked only once. Now everyone is blaming Yoshida for all wrong decisions, which he actually made and keeps making. And dev team still keeps silence. I don't know what must happen for us to get some kind of reply at last.Quote:
Poor Tanaka..he tried very hard and his entire career was at SE, and then well..you saw what happened to him and how people love to blame and hate on the guy. Sure, he has made mistakes, but we all have.
I bought 3 290x cards for $500 each but only use 2.
$500 or $600 for the CPU
$200 (maybe less was a long time ago) for the 16GB memory
power supply cant remember bought a long time ago 1200w 4xultra
whole liquid cooling setup with case total about $600 maybe less
msi z97 gaming 7 mother board $200 for got to add <===== (edit)
so total of $2000 (with one card) $2500 (with 2 cards) I think maybe more like $3200 (with 3 cards)
playing this on 1 card full settings works fine as well. I like to play windowed boarder less so i can surf the net with ease.
with one card i get about 50 to 80 in cities/world. dungeons are 60+ stays around 80+ when i was fighting (just tested it out)
Im just so very tired of feeling obligated to login for dailies and weeklies. It becomes a chore almost akin to a second job when so much emphasis is stressed on them. Things like roulettes, raid lockout, GC turn ins, tribe dailies, cactpot. I felt it was a step in the right direction at least when they decided to let leves stack to 99. Wouldnt it be nice if other things stacked so you could save them for less busy days? Like say a small cap of 7 for GC turn ins, roulettes, etc.
XI was an odd mix. You had assault tags which you could get 4-5 of max, but then you had voidstones and abyssea stones that stacked infinitely (or insanely high, had like 5k voidstones or so when I last longed into XI's free log in event). I really wonder who comes up with some of these arbitrary stacking numbers.
Let's be fair here, YoshiP took 2 years and then some to build on the foundations Tanaka created for this game and given a huge budget to "fix" things. Tanaka was denied extra time and budget because SE demanded he put it out before the release of WoW's Cataclysm expansion using funds milked from FFXI that was already being stretched to fund other titles in development (such as recouping the losses the failing XIII created) in order to draw in players from that game at the end of patch cycle when most are looking for something else to do. Not saying YoshiP is doing bad but lets not pretend Tanaka was given even half the favorable situations that YoshiP was before you go burying him for his choices.
Now that's sort of the problem when you're looking at a subscription based MMO. If it's that demanding for a rig to play the game at maximum, imagine the recommeneded or even minimum. It makes for the game to not be very accessible for people who don't have the rig to do so, and those that do are not able to fully enjoy the beauty of the game (which would probably not make up the gameplay). The requirements for 2.0 are much much lower than what it was previously, that even PS3 can semi-reliably run the game.
At the same time, I feel that people need to stop praising Yoshida for saving FFXIV with 2.0. We're in 3.x now and it feels like the game is in a rut with their over ambitious ideas and content.
I agree we're far enough along in the new FFXIV's life to start viewing Yoshi as less of a rock star and more of a developer.Quote:
At the same time, I feel that people need to stop praising Yoshida for saving FFXIV with 2.0.
That said, he has turned out to be a pretty good developer. His version of XIV is maintaining a healthy playerbase, and we're seeing this development team implement new content that breaks the game's usual mold.
The painful truth for some players (not me) is that XIV just might never be a preferred title for hardcore gamers. Yoshi-P was pretty upfront through the remake period that this game was being built for a more casual/midcore audience, and he delivered on that promise. In fact, my biggest problem with this game is that its endgame has too much raid-style content, which doesn't really fit with the more casual nature of the rest of the game -- but Yoshi has taken steps to remedy that during the 3.x cycle.
EDITED TO ADDRESS THE COMMENT BELOW:
I know this is risking a flame war, but:
That's kind of a hipster way of thinking, isn't it? For a p2p game to be a financial flop means that nobody wants to play it. So... I don't see how you could possibly have a masterpiece that's also a financial flop, unless you believe that a sliver of gamers knows what's best for everyone... which is a rather pretentious belief.Quote:
A masterpiece that is a financial flop is useless when it comes to running a business.
In fact, that's why so many gamers were burned out on Tanaka, even while he was making content for FFXI. He was often criticized for forcing content upon his players that nobody wanted or asked for, as if he knew what was best for them.
Not saying I agree with that assessment -- I generally had no beef with FFXI -- but it is what it is.
While Tanaka took a lot of flack for his choices in XI I would like to point out that FFXI was at its peak players during his lead of it and subscriptions sharply dropped AFTER he had left XI to work on XIV due to sudden changes in direction (Abyssea comes out, progression changes from horizontal to vertical progression) alienating a large portion of its dedicated player base and never recovering which may be why YoshiP is hesitant to take any chances with drastic changes in this game.
Great points.Quote:
While Tanaka took a lot of flack for his choices in XI I would like to point out that FFXI was at its peak players during his lead of it and subscriptions sharply dropped AFTER he had left XI to work on XIV due to sudden changes in direction (Abyssea comes out, progression changes from horizontal to vertical progression) alienating a large portion of its dedicated player base and never recovering which may be why YoshiP is hesitant to take any chances with drastic changes in this game.
Also, right around then is when SE finally (officially) announced FFXIV (we'd known "Project Rapture" was coming, just not when), and that alone changed the entire dynamic of whether to keep investing time in FFXI.
Another note... as much as I enjoyed campaigns in WoTG, I feel like that's when the exodus started. Abyssea didn't help, but players were turned off by the use of reskinned zones and the slow trickle of content during that expansion cycle. It took like three years for the entire storyline to be implemented. And then came Abyssea (before those three years were up), which just kind of sealed the deal for folks who'd been hanging on.
But yeah, if Yoshi-P suddenly announced that FFXIV was going horizontal, he could easily risk a backlash from people who've made this game their home based on its more easily accessible, less-intimidating vertical design.
True-true. But we are discussing here not how to help SE make money. But how to help SE make game more enjoyable. Even if it means huge financial loss to them.Quote:
A masterpiece that is a financial flop is useless when it comes to running a business.
Would you prefer a game, that brings a lot of money to company, but is depressing and makes you bored/angry every time you play it or game that "hardly makes it", but is interesting and a lot of fun?
It doesn't matter what you or I think about whether the game is "interesting and a lot of fun" (which is a completely subjective measure and holds little relevance to SE's decisions), it matters what the majority of the player-base wants. The only good measure of this for a game with a half million subs globally is the subscriber numbers. If the sub numbers are staying in their acceptable margins SE's going to stick with the formula that works.
I'd argue that Yoshi-P is already showing he's not content with just sticking with what works. However, he's also using caution in finding ways to improve the game that are true to what made the game successful to begin with.Quote:
It doesn't matter what you or I think about whether the game is "interesting and a lot of fun" (which is a completely subjective measure and holds little relevance to SE's decisions), it matters what the majority of the player-base wants. The only good measure of this for a game with a half million subs globally is the subscriber numbers. If the sub numbers are staying in their acceptable margins SE's going to stick with the formula that works.
That's why I'm not expecting any kind of overhaul that makes the game horizontal. That would make no sense. People play this game for what it is, not for what it isn't.
So far, though, the dev team is 1-1 on new types of battle content. Diadem was a colossal failure, but Aquapolis is pretty cool. Deep Dungeons is a big deal in the conversation of Yoshi-P's impact. I'm glad we don't need to wait much longer to see how it turns out.
I could say the team is 1-2 if you include LoV, but that's like including Rocky V as an actual Rocky movie.
I completely agree, I don't think Yoshi is content, and wants to try new things. The problem is that the player base as a general populace has continuously, since 2.0 complained about systems that were too horizontal. There were complaints about "why should I bother doing coil/alex if the rewards are the same ilvl as tome gear", diadem as a whole was panned for being horizontal to both the tome gear and alex (not going into the actual fun factor), and the relic quest is a pretty binary topic amongst the player base.
In one of last interviews Yoshida actually said, that he likes this game formula and it isn't going to change anytime soon. So it's safe bet that we will get 24-man tower + 2 dungeons / 8-man raid + 2 dungeons in coming years. Maybe some new PvP zones at best and new Palace floors. Till 5.0 at least. That's why everyone is so nervous.Quote:
I'd argue that Yoshi-P is already showing he's not content with just sticking with what works. However, he's also using caution in finding ways to improve the game that are true to what made the game successful to begin with.
There are many people who play this game still waiting for promised changes.Quote:
People play this game for what it is, not for what it isn't.
I don't expect to go from like 90 degrees of Yoshida vertical to 10 degrees tanaka horizontal. That is simply not going to happen. My question really is, why can't we have a bit of both, even if that is like 60 degrees vertical. Oh, and without all the glass ceilings that are the lockouts?
I totally get and understand that there is a concern that newer and current people could get overwhelmed by too much to do and walk away since I they can't keep up. To be honest, I'm not sure how to overcome that beyond things like the lockouts that some of us despise. On the other hand, how manage to have enough progression type things for the group that will go ham all over new content without choking them to death.
Keeping an eye on new player experience is a god thing and is something that did cause some people to play XI for a very short time and leave forever. I suspect that this game has the opposite problem, how to get people to stay long term.
I wish I had answers, but I really don't. I don't even have answers for myself on some of the things that bug me much less anyone else.
Oh, I have no doubt about this.Quote:
So it's safe bet that we will get 24-man tower + 2 dungeons / 8-man raid + 2 dungeons in coming years.
But in this expansion cycle we've already seen the implementation of the Diadem, Aquapolis and, soon, Palace of the Dead. We know the latter two will also get updates from here on out. And once Diadem is successfully tuned, I'm sure we'll see ongoing expansions to that as well.
So the future is just more than the aforementioned raids/dungeons/raids/dungeons. Mixed in will be all kinds of new types of content like what we've seen over the past year.
Honestly, I don't get how these even go together.
If a certain entertainment is interesting and a lot of fun, it'll get popular, unless the competition has means to suffocate it. Word of mouth, reviews etc. League of Legends started out as a rather obscure "Easier DotA for noobs" and rose to popularity rather dramaticaly. And this popularity allows you to leverage profits.
If a certain entertainment is depressing and makes people bored/angry, chances are they'll look for alternatives - and for MMORPGs, there are alternatives aplenty. You need to have a monopoly on the market for this to work.
Has Aquapolis really been out long enough to be deemed a success or failure? Maybe people forget how popular Diadem was when it first came out then tappered off after the adjustments.
On a more serious note, the answer to all rpg related questions lies in Diablo, I assure you.
The amount of venom and contempt experienced in the early days of Diadem was pretty telling of its failure. It was too long, aimless and completely boring. It was a failure even while it was still populated. I can't remember a single time in there when the overwhelming feeling was, "wow, this is fun!" It was basically a massive instanced hunt zone with everyone zerging the same monsters... not fun by any measure. At least in normal hunts, you have to look for the marks.Quote:
Has Aquapolis really been out long enough to be deemed a success or failure? Maybe people forget how popular Diadem was when it first came out then tappered off after the adjustments.
Hardcore players were pissed over the amount of senseless grinding required for the best drops; more casual/midcore players like me were pissed that Diadem wasn't the new, accessible form of endgame we'd hoped for. Really, SE just completely missed the mark by designing content that pretty much nobody wanted.
Aquapolis already feels way more successful. It is bite-sized fun that anyone can jump into. It doesn't waste anyone's time, and lets friends in FCs group up for stress-free fun. Even better, it breathed life into one of the game's other content systems -- treasure map hunting -- which is also good for casual diversions and for the economy. The fact that Aquapolis isn't making people hate the game already puts it far ahead of Diadem, imo.
Something like Mighty No.9's creation and reception would be an example of this. That being said though...
To me, what determines a mmo's success is not only the financial aspect of it, but the retention of players (though the two are not mutually exclusive from each other). Naturally, if you're getting a huge sum of money from a game, you'd have more ways to broaden the horizon and expand.
To me, I don't feel that Aquapolis is meant to be a long term thing...just another throw away content that they'll forget about in future patch cycles (another thing I'd wish they would stop doing). All it's really done is made obtaining minions and glamour items much more accessible and available on the market. The gil reward is pretty insignificant, and the huge increase of items is going to drop the prices on the market. As someone that doesn't have much interest in collecting minions, aquapolis ultimately falls back onto the same combat mechanic we've seen since 2.0
Source? I mean they've said on record that they're doing one less dungeon and less overall MSQ quests per patch cycle in order to fit more "new" content like this, LoV and Diadem.
Not to be salty, really. But that's the best and most precise description of the whole FFXIV.Quote:
The amount of venom and contempt experienced in the early days of Diadem was pretty telling of its failure. It was too long, aimless and completely boring. It was a failure even while it was still populated. I can't remember a single time in there when the overwhelming feeling was, "wow, this is fun!"
And about Aquapolis - I did it 20 times on first day for achievement and never returned. I don't understand what is fun about it but considering that it took like 0.5 devs to develop whole thing not much resources were wasted, so whatever.
Well ... that's a guess, but how much effort does it take to implement 1 small room, that is copy-pasted a few times, 2 random() functions and a few mobs. Not much.Quote:
Source? I mean they've said on record that they're doing one less dungeon and less overall MSQ quests per patch cycle in order to fit more "new" content like this, LoV and Diadem.
I can only speak directly on behalf of those who I've spent lots of time with in game. My somewhat large FC has had many great times -- none were in Diadem.Quote:
Not to be salty, really. But that's the best and most precise description of the whole FFXIV.
I mean, I understand the point you're trying to make, but FFXIV has a lot going for it. Heck, enough people love the game to sell out two fan fests.
One thing I'm failing to understand and maybe I'm slow for asking but I honestly dont see the difference between 2.0 and 3.0's progression. I mean the fights felt better in 2.0 for the most part but reward wise what you got was pretty much the same through out the whole game unless I'm missing something.
Aquapolis is dead. Dragonskin maps currently are super cheap on the server, nobody buys them now.
Ah the "Just because it's popular doesn't mean it's good" defense. And thanks for proving my point. Denial, not just a river in Egypt.
So the fatigue system wasn't his fault? The market wards or Anima? The rest where technical issues that could be fixed. But these weren't and you cannot convince me that Tanaka was this great misuderstood genius that some people make him out to be.
Well, my current playtime is: 692 days, 17 hours, 30 minutes (I'm achievement collector). And I absolutely hated like 95% of it.Quote:
I can only speak directly on behalf of those who I've spent lots of time with in game. My somewhat large FC has had many great times -- none were in Diadem.
Anyway, 100 pages of concerns, suggestions and even instructions "How to". And still no official reply. Great. Just great.
Every developer has their issues. 1.0 had some yes, it was not a perfect game, feedback was not (and because of the extremely limited time frame probably could not) be incorporated at all. 2.0 had and still has many issues. Housing? What a nightmare that entire debacle is. How about the promise that player housing would be completely separate and far more affordable than FC housing? Mail being restricted to flist only? Can't Flist your alts? Tell's not being able to be sent in dungeons (though they can be its just been disabled for anyone but GM's)? Every game, every producer has faults. People need to stop acting like Tanaka was the one solely at fault for everything. Almost every serious complaint about XIV's 1.0 was that it was rushed and unfinished or issues with server stability which was because of SE's lack of funding and refusal to push back the date for 1.0's release so it could beat cataclysm to launch. Yes some of the systems were probably not the best ideas (looking at you 1.0 MP system) but perhaps if given more than a month to actually implement the vast majority of feedback we left during the 1.0 alpha/beta maybe the game would have been better. However this is not a thread to discuss the differences or what was better or worse in 1.0 but to discuss the issues people are having with the current game. I just get tired of seeing people vilify Tanaka despite all the great work he put into this game and his previous works.
I still have my FF14 1.0 box and the requirements for 1.0 is much lower than 2.0
FF14 2.0
Minimum System Requirements
Operating System: Windows Vista 32/64bit, Windows 7 32/64 bit, Windows 8 32/64 bit, Windows 8.1 32/64 bit.
Processor: Intel Core2 Duo 3GHz.
Graphics: NVIDIA Geforce 8800 Series, ATI Radeon HD 4770.
Memory: 2GB (4GB recommended for 64bit OS)
Disk Space: 20GB.
Broadband internet connection.
FF14 1.0
OS Minimum: Windows XP SP3, Windows Vista 32-bit/64-bit Windows 7 32-bit/64-bit*
Recommended: Windows 7 32-bit/64-bit*
CPU Minimum: Intel Core 2 Duo 2.0Ghz or higher
Minimum: AMD Athlon X2 2.0GHz or higher
Recommended: Intel Core i7-920 2.66GHz or higher
Recommended: AMD Phenom II X6 1055T 2.8 GHz or higher
RAM Minimum: Windows XP: 1.5GB or higher
Minimum: Windows Vista 32-bit/64-bit, Windows 7 32-bit/64bit: 2GB or higher
Recommended: Windows 7 32-bit/64-bit: 4GB or more
HDD/SDD Installation: 15GB of free space
Download: 6GB of free space on the drive containing "My Documents"
Graphics Card Minimum: nVidia GeForce 9600 or better with VRAM 512MB or more
Minimum: ATI HD 2900 or better with VRAM 512MB or more
Recommended: nVIDIA GeForce GTX 460 or better with VRAM 768MB or more
Recommended: ATI HD 5830 1GB or better
Also my personal setup isn't the requirement and you can spend way less than what I spent on for my PC. I bought my stuff when it was new and expensive now you can get the 290x cards for $250 and the older cards are even cheaper. if a $100 Ps3 can run FF14 think what a $500 PC can run. you can build a good PC under $500 just to run FF14 maybe even lower if you buy the old cards. I built mine to run all the new high end games like Witcher 3 on full setting or fallout 4, not just FF14.
I hope you are being facetious, I really do. For some people, that is the problem. We want something new, genuinely new. Not another 3 years of the pretty much the same...exact...thing.
A good bit of the current angst is due to an interview where Yoshida alluded to 4.0 being at least mostly like 2.0 and 3.0. Which honestly, concerns me.