An airship facility under the ground? Thunderbirds are go!!!
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An airship facility under the ground? Thunderbirds are go!!!
Now have a desire to finish leveling my gathering classes. @.@;;
Also I believe DOH can be useful in dungeons, just give them a reciepe to build a cannon, mount it to some kind of cart, have it be operated by 1 DOH only. They can wheel it round the dungeon and fire the cannon, they can only carry a certain amount of ammo and so need to craft more the further they go in. Have the mobs target the cannon cart only when attacking directly/aoe the cart takes dmg and that reduces the condition of the cart, the worse the condition the worse the dmg it can create, have the DOH be able to repair it as they go around. Maybe when the DOH starts the repair on the cart you can have a random 'defend the DOH' scenario where mobs try to zerg rush the cart and the rest of the party have to protect the DOH until he/she completes the repair. The longer it takes to repair the larger the amount of mobs becomes or maybe the lvl/type of the mobs attacking increases?!?
WARNING: You need to read this whole post or you'll come away with the wrong message.
I feel Producer/Director Yoshida has personal playing bias towards combat content (and also PvP). This is taken from all his comments about what he likes and what appeals to him in games, as well as what he personally thinks makes a good game. When he personally plays an RPG or MMORPG, he plays for the thrill of the fight. He is simply not a Harvest Moon or Farmville type of player. There's nothing wrong with that. Players get to chose what they like to play and how to play it. They only have to answer to themselves.
However the case, Producer/Directors of major game titles don't have that luxury. Yes, they may have a personal bias towards one thing or another, but they have to put that aside and put the needs of their player community first.
Now that being said, I do not believe that Producer/Director Yoshida is actually letting his personal bias towards combat content affect the development of FFXIV. It may affect his language when he describes the game development, but I don't think it's actually influencing decisions.
I believe the development emphasis on combat content and classes is a direct result of the polling of the community.
Player Poll #1 Results
Player Poll #2 Results
In that polling the majority of us stated that we spend the most time in game engaging in combat, and that the #1 priority should be adding game content and quests.
So Producer/Director Yoshida is concentrating development on combat content because we told him to.
why shouldn't he create a game he likes? do you think film directors don't pick a script they like and create that film they way they see it. it is easier to do something if you enjoy doing it. he asks for alot of feedback to make sure we like his vision, but at the end of the day it is still his vision he can only make the game the way he see's it. and hope that his vision is a popular one.
Hi Bayohne and Yoshida-san,
Thank you for the extensive, well thought out reply.
Even though Botanist is one of my favorite classes to play (to relax), I 100% agree with Yoshida-san's decision.
It's better for the game to allow the development team to make content that caters and focuses on each Discipline, instead of trying to make the Main Final Fantasy Story Missions be completable by every single Class.
This allows the development team to make more interesting, challenging, exciting Story Mission Battles and realize interesting mechanics for each chapter, if they know what they're balancing it against (viz., Disciples of War or Magic).
Even from the early days, I thought it was unrealistic to expect Square to make every Story Mission Boss / Battle be beatable by my Botanist or Carpenter. As I said in Rein's thread, I'm sure they might make some creative way where you can, say, furiously Chop Trees to overcome a Boss, but it's being unrealistic to development costs to make every single Story Mission scenario cater to be cleared by a Crafter, Gatherer or Battle class.
That being said, there's a ton of awesome-sounding content for Gatherers coming up, and Yoshida-san's thinking about the priorities makes total sense (Supply, Demand, Revisions, etc.).
I look forward to helping my friends and I make our own Airship and customizing our Player Estates / Houses! Gatherers, Crafters coming together to make some real, meaningful structures / vehicles sounds amazing! (^_^)
Keep up the good work Yoshida-san! :)
It could also be the vision of the Sales and Marketing team. Hopefully it isn't.
Even if Yoshi-P himself is a "battle-type player", I don't think at all that he gives DoH/L less thought than any other aspect of the game. In fact, I think he's been working on things for those classes quite a bit. For keeping track and designing what is becoming a very intricate game, I think he's doing a pretty darn good job.
I fully agree with what he's saying about separating the DoH/L classes from what is the main story line. An FF main story with no battles... it's just not what the average FF player is going to be looking for. I have a great interest in DoH/L, but it's just the truth that the current mmo demographic is outweighed by "battle-only" players, rather than "farmville" types... for now. I think that once families and friends start spreading the word that you can have a house and garden and raise chicks, we'll start seeing them. I think even my mom would join on just to spend time with me and set up her own house and farm. FFXIV could really become a place that has something for just about everyone. It's really only limited by what the resources can handle. (Poor Yoshi's team lol)
This is such an Ignorant post. Can Yoshida honestly believe that DoL are upset because there aren't enough items to gather? Adding more things for DoH to make is not going to make this game any better for DoL. It will just be more things to obtain the same exact way. He needs to stop disregarding this player base and start offering real ideas for content. Not just tell us we will get more items to find.
How bout some new ways to find thing?
How bout some kind of Grand Company Participation?
How bout some kind of Exploration?
How bout some kind of Storyline?
Stop telling us that you have Plans and start telling us what your plans are. Gathering items for DoH to build houses is not DoL content. Overhauling the DoL UI is not content. We don't care that you can't do it now. We don't care that battle content comes first. Just tell us what you plan to do!
Everything here has been mentioned. Your complaints have no basis.Quote:
How bout some new ways to find thing?
How bout some kind of Grand Company Participation?
How bout some kind of Exploration?
How bout some kind of Storyline?
1 new way to find things, treasure maps
2 grand company things, could be the ishgard content that is coming for all classes
3 exploration, he said somthing about gathering nodes and rare materials moving around. so you will have to explore to find them
4 story line, he said there will be side quest that although they don't affect the main story they will expand on it
Storyline.Quote:
However, it's possible for us to create stand alone quests for Disciples of the Land and Hand classes that do not affect the axis of time for these battles. For example, quests that show the origin of weapons adventurers come in contact with or reforging swords that were broken during other stories. I'd really like to show how the rest of the world is moving forward via these kind of quests.
New ways to gather.Quote:
Gathering points will be searched for and discovered using a Disciple of the Land-specific ability
The gathering points discovered will have different levels, and they can be accessed based on class level
If the player has a sufficient Disciple of the Land level, it will be possible to gather at the point
Points with rare materials will move around within the area
Disciple of the Land-specific abilities will be heavily reviewed
A point system similar to TP and MP will be implemented (same for Disciples of the Hand)
A reward system similar to exp bonuses will be implemented for successful gathering attempts in succession (also for Disciples of the Hand)
Fundamental animation revamps
A system for easier gathering will be created (also for Disciples of the Hand)
Exploration.Quote:
Release of treasure maps to be discoverable by Disciples of the Land. Planned for after version 2.0.
Maps to reveal location of chests and dungeons. Dungeons to be new content designed for a combination
of classes from all Disciplines.
New ways to gather, Company Participation.Quote:
I decided to implement a garden by any means necessary so that we can add content for Disciples of the Land and Hand.
It seems that you want content for DoL that doesn't have anything to do with, you know, gathering. That is completely and utterly ass-backwards. There are only so many ways you can dig an iron ore, and the content will be built around those methods.
It seems that nothing is "content" for DoL if it involves gathering or acquiring items. lol.
Overhauling the UI isnt a new way to gather is changing the first way to gather. Yoshida states in this post that he will not be making dungeon content for DoL/H. And wanting Quests and other activities that revolve around gathering with a purpose is not wanting content that has nothing to do with gather.
Yes they are, in the official documents released by Square-Enix on their corporation-owned website, in English.
"0 info released"Quote:
Ishgard Defense has released 0 info and will likely just be turning in items
"likely just turning in items"
Yeah, seems likely with 0 info released.
Maybe in the worst case it even involves gathering. Oh my.
"Exploration is when I am running around more to not find my XP but something else entirely. As long as it doesn't involve items."Quote:
Having to run around more to find our XP is not exploration
You don't seem to be aware that the purpose of DoL is to enhance the Combat Classes. That is what the whole discipline is based around. You don't have to play it if that bothers you so much.Quote:
A couple side quests to enhance the main storyline for Combat Classes is not a DoL storyline.
Sig-worthy.Quote:
Overhauling the UI isnt a new way to gather is changing the first way to gather.
You don't even know what you want. So many contradictions I think we've hit a quota.Quote:
And wanting Quests and other activities that revolve around gathering with a purpose
The purpose of DoL isn't to enhance battle classes it is to provide materials for crafters. That does not by any means imply they do not deserve to have fun engaging content. The purpose of combat classes is to fight things. That alone does not entitle them to all of the games content. Without the crafters combat classes have no gear, without the gatherers crafters have no mats. None of these classes is in the game for the sole purpose of making another class better they are all designed to work in harmony. Players who choose to maintain that harmony deserve game play to reward them for their efforts. Ignorant people like you deserve nothing.
Providing materials, turning materials into items, all exist for one purpose: enhancing battle classes.Quote:
The purpose of DoL isn't to enhance battle classes it is to provide materials for crafters.
Yeah, except DoL and DoH.Quote:
None of these classes is in the game for the sole purpose of making another class better
DoW and DoM do nothing to help you. They give you money, thats their part in this "harmony". If not DoM and DoW, you exist to make your Company's houses better or your ships more robust. Your whole point in this game is to support everyone else.
There is no other justification for their existence, not in a fantasy world nor in real life. That's what you do! That's what you've been created to do. If you don't find it engaging, then goddamn it son. Don't do it.
Right now, there is content inequality. To paraphrase a modern movement's slogan.
"99% of FFXIVs content is consumed by 1% of the classes!"
Of course, that's hyperbole. In actuality it's probably more a 75%-25% split. But nonetheless, there are 7 combat classes versus 11 crafter and gatherer classes.
But again, going back to the polls, not only did we tell Producer/Director Yoshida that we spend more time fighting than crafting or gathering, most of us told him we would rather fight than craft or gather ... especially in party situations.
Once again, we told Producer/Director Yoshida to do this. We said concentrate of the battle system and combat content. It's not reasonable to be angry at someone who is doing what we told them to do. The anger is misdirected. If we should be displeased or angry at anyone, we should be displeased and angry at ourselves as a community for providing incorrect information to Producer/Director Yoshida when he asked for it.
Housing sounds awesome. I could use some Animal Crossing in my FFXIV. :)
Also if the gardening is anything like gardening in MonHun, this will be great.
seems like disciples of the Hand have some upcoming content for housing, ship and airhsip building, which is great. Gatherers could use some innovative content. Also, Land and Hand class specific eq would be awesome. ex: weaver only eq, miner only eq. i think that would give land and hand disciples alil extra something huh
great job Yoshi-P and team, keep it moving
If you want to make it so that we all have this major story that can unfold while we are playing you could make an entirely new storyline for DOL and DOH. This way each main story could be completely focused the type of class that is being used and would revolve around things that would be relevant to them. It's still a lot of work but it is far cheaper then the split branch solution and still gives everyone a epic story to do. You could even take it one step further and have what you mentioned later in your breakdown which would be additional sub content where if a player was to proceed so far in each main story they would unlock new subquests for each type of class that would present even more in-depth knowledge about the world.Quote:
In order to create this uniqueness, the thought of "why not just make one large story with multiple points of view for every class" might come to mind, but the problem with this is of course not only the costs associated with it, but also the large amount of restrictions it places on the content.
A solution to all of these could be created by having traps in the room that can be activated by DoL/DoH. Ex. A chandelier hangs by a rope above a group of monster a botanist would be able to cut the rope holding it up so it falls onto said monster if the DoW/M classes moved them underneath it.Quote:
Battle classes would need to save a spot for a class with no battle proficiency (Stressful)
Disciples of the Land and Hand will be bored during battles (Stressful)
Battle balance would be off if we made Disciples of the Land and Hand count as party members (Stressful)
That's a one time thing but I'm sure you could think up repeatables that would give DoL/DoH some sort of dmg dealing capabilities without necessarily giving them direct abilities to do so where they would be required to use there class actions to do it.
This is a very good point, and I see a parallel with "sentinel" as it is currently implemented.
Equipping a shield basically gives you access to an additional set of abilities, but you remain the same class. Why not do the same with tools?
Obviously if you aim at being competent at crafting you will need to equip your crafting gear. But you would not need to if you just want to perform a repair or get to a gathering spot, the same way you would not need your whole battle gear to get rid of a single aggro, or at least survive when fleeing.
DoW/M act in the exact same capacity as Gatherers. They obtain items for crafters to use to make items for EVERYONE. Crafters don't just make things for Combat classes. They make items for everyone. DoW support DoL/H by obtaining items that can only be aquired through fighting. There ability to fight is not relevant to story progression. There are ways to impliment quests and activities that do not require combat. DoW/M are not more nessisary in this game than any other class.
Someone sighted the fact that the Player Pole said that people want the Dev team to Focus only on DoW/M and that they wanted to play DoL alone. This pole was not set up in a sufficient manner for you to draw those conclusions. People were forced to pick one option. Picking DoW/M was most common because it was the most broken. That is no longer the case. A new player pole, which we have been in serious need of, would show very different results now.
The number pointing to people playing DoL alone only goes to show that the game was biasedly forcing players to do so. There was no way to do it in a group, so players did it alone. If there were any Group DoL mechanics you would see people doing DoL in groups. That I can guarantee.
To solve the item consumption problem, [Bind on Equip]. Sure I like to post items I'm done wearing but hey it will add more demand for items!
The someone would be me. Well met.
And most of the community agrees with you that a new poll would be a good idea. However the case, the first two polls are not invalid. The work that we as a community asked Producer/Director Yoshida to prioritize is still not complete. There is more content, yes ... but there still isn't enough content. That cannot be completed until the class adjustments are completed so the Development Team doesn't have to balance the content twice.
The same thing can be said about the new recipes, the market wards, and all the higher priority features of the game. One objective leads to the next, which leads to the next. Jumping to the third objective while only 3/4 complete with the first objective is bad strategy and bad project management.
I would simply ask for patience from my fellow community members.
I really like the idea of special drops from having land and hand in groups. I think one of the best ways of implementing it is to give them a standard attack 1-2 special abilities and then some kind of enhancement buff I think it would be awesome to make it so the lay down their second hand weapon and cause some kind of totem buff 5% str, con, or dex that would stack on other buffs so that they do no over lap other classes but they have some minor function to the group for balancing. With the new trait and ability progression you would have something to fill those slots.
Building boats in the basement? Someone watches too much NCIS...
I always had this idea of being DOL/DOH and then training in DOW/DOM using Jackie Chan style adaptation of the tools that DOL/DOH have the potential to master during their crafting skillups. I say 'Jackie Chan', not to be cliche but because he is known to make weaponry or creative use of mundane items especially cooking items for battle. He could take out an enemy with a chair or use "Fry Pan" lol <3 BLU :) .
Gatherer could be adaptable to essential ingredients for spells or wood/metals for staffs/ swords and why not make convenient so they can use these items? [ I just figured I would level both and make my own weapons/armor the way I did in XI]
For me, I enjoy crafting more than battle but always saw it as a necessity to make my own consumables and armor/weapons. I gardened, harvested ingredients and made my own armor, weapons, furniture, potions and food whenever possible.
I have heard of master samurai blade crafters being proficient in gathering all the materials through to the crafting of it into full completion of the weapon and then use it in order to sample their product for its quality in battle.
The difference perhaps would be that being both skilled in making the weapon and using it could give you special bonuses or actions in battle that are unique to people who are masters of the DOH/DOL and also the battle discipline. Example: The "Fry Pan" action only available to a proficient cook who changes into a battle class. A Specific spell variation only available to a gatherer who has gathered the ingredients for the spell and switches into the battle class that uses the spell.
In XI Cooking, the use of the special sushi type knife/blade for Cooks was essentially a SAM blade if I remember correctly and the incentives to get this blade were low since it was a low level weapon, but imagine if the blade could be used for higher level battle and cooking.
I like the idea of the DOL/DOH going along with the party in order to craft a key that they uniquely can craft, switch to a battle class and continue on with the party instead of [stress], sitting on the sidelines. I see the stress only with being unable to switch into that battle class.
Apologies for improper use of terminology and acronyms, I am still learning. [see profile lol]
Sorry if my english writing is bad, it ain't my first language.
In response to the producer's and team stress about "The triangular relationship between Disciples of War/Magic, Hand, and Land" and "The Future of FFXIV"
Disciples of land and hand to work together:
In raids or even quests, I can see disciples of the land running back and towards the battlefield and gathering areas to collect and bring materials by the command of crafters that need those materials to create/repair not just gear but also camps to create strategic respawn points, man controlled battle catapults, air ships and even trenchs to keep thoses battle crafted machines far from the head quarters. You can see as much as me how this would actually bring raids to a whole other level. I even think it could create jobs such as scouts to identify where enemies stands, battle strategists that look over the battle field and see where help or pressure is needed. lastly, disciples of war and magic fighting in the front to keep the enemies from penetrating the head quarters and kill all the disciples of land and hand that would bring victory to the enemy.
As I see raids, it should be huge mmorpg real time battles that everyone would be as much important. I don't know how many players could be in the same raid at once though if we take the example of guild wars 2 saying they are building raids worlds vs worlds pvp ( server vs server ) with 100+ to 1000 players I imagine ffxiv could and SHOULD do as much if FFXIV want's to be the epic mmorpg in the market and get as much as subcribers to pay off all the work.This could actually bring sense to the favors of the gods.
Wouldn't you want to participate in such an epic real time event?
Side line thought: I think players would also like "secret" unlocks, hidden dongeons, and some be chosen for a bigger role in this world and make a huge difference in world vs world wars : A class that would be more than rare, a class that commands and call opon gods, the summoner! Now don't get me wrong here, I am not asking for a class to be added since everyone did that, I'm asking for one to be awarded or givien by "faith" if you want. I mean, to communicate with gods/guardians forces/summons you have to be special or lucky. So what I'm suggesting here would be similar to the same idea that was brought in another game; Star wars Galaxies, where you couldn't become a Jedi just like that. It was a force that people were looking for or waiting to appear in front of there eyes. I think it would bring something to strive for. Even better than this, the summoner wouldn't choose which guardian but it would choose the player instead depending on how he played with his character.
My ideas posted here are for remembering the SE team that player to world interaction is what will keep players continue to play. I must say, I fear the loading area's, I think it might bring the community appart and seperated.