You nailed it.
FF14 white knights are outright delusional.
https://i.ibb.co/TM8fwCDL/Screenshot...-20-163916.png
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You nailed it.
FF14 white knights are outright delusional.
https://i.ibb.co/TM8fwCDL/Screenshot...-20-163916.png
I didn't really think about it but shes so right. Why are we having to use unofficial translations 10 years into this games lifespan. Why are we still having to look at low quality images of upcoming outfits instead of just putting them in the slide. And it is insulting that after this content drought that yoshi p said to play monster hunter while waiting for the other content drops, I'm paying monthly for THIS GAME. I just got a small house this past month and now I can't even unsub to take a break anymore (I'll be able to do this in World of Warcraft, a game that's better right now). Thanks for nothing "creative" business unit 3.
Truly that's how they get you. With the houses.
Just let it demolish. That house isn't chaining you down with $13 or $26 or even $39. It's more like $130 if you keep it for a year. If you don't raid there's less than one or two months of content per EXPANSION cycle. Do you really want to keep paying for no content for 3 years?
I do wonder what the population of players is that literally only maintain a sub because they feel they need to in order to keep their houses?
If/until SE ever reverts the auto-demo, housing will always have a bit of a side-purpose as a trap and a waste of gil.
Feels like YoshiP has completely changed. Like, after so much backslash, bad reviews etc. the old Yoshi would for sure have released a public statement to address all concerns, promise compensation and to do better. And nowadays hes like "Well just play something else then". The whole situation gives WoW Shadowlands vibes.
Dawntrail was their chance for a new start, to try something new and people wouldn't be mad about it because they would see it as a new "learning process" for the developers.
But now it's clear that we will still be farming Tomestones in 10 years while every job is probably pure action combat with no cooldowns and only big boom boom.
If only that were true, 'pure action combat' games have depth to plumb for players who want to push their skills to the limits. For example, DMC games (as Dante) have Trickster, Gunslinger, Royal Guard and Swordmaster styles, and 'optimization' means quickly swapping between all of them mid-combo, right? FF16, made by SE themselves, also has 3 'stances', one for each of the Dominants you have equipped, that you rotate through and use the skills of.
To fulfil that, I'd personally have a design for SCH where you can do something similar, just, instead of 'sword, gun, blocking and 'the funny hat'' in DMC, or 'Ifrit, Titan, Garuda' (or whichever 3 you chose) in FF16,
the SCH of my dreams would be 'standard DT gameplay, slight increase to healing skills, slight increase/modification to make skills more defensive'. All the fights would be tuned around assuming the player stays in the 'default' stance, so swapping stances to minmax the effectiveness of the healing actions would be entirely optional gameplay. But it'd allow for more creative solutions to 'how to get past this mechanic', because instead of 'we need a barrier here, I will use Succor', it becomes 'we need a barrier here, do I use Succor, do I use a Defensive Indomitability, do I use Defensive Fey Blessing', I'd even make it so that you can Deploy Excogitation and Protraction, further increasing the options available to the player
Another thing from action-combat, if we move over to looking at something like Wonderful 101, is Ukemi. Get hit, press jump the exact frame you hit the floor, you do a special recovery animation and regain all the HP you just lost instantly. Doesn't save you from a oneshot, though. Why can't we have something for, say, SGE's Pepsis, where after a barrier breaks, we can use Pepsis to instantly 'reactively counter' with a small healing effect? Shorten Pepsis to like, a 5s CD, and give it a really small MP cost (say, 200mp), and now you have a very fast-paced option for keeping HP more stable during heavy HPS sections (by alternating applying a barrier, and using Pepsis to consume the buff left after it breaks)
If Yoshi-P and the team really did want to make the jobs 'pure action combat', they should have some idea of how to accomplish that, given they worked on making FF16. The way that the job designs are trending, to me, looks like anything but
Sigh, even with 7.2 being very close, I still can't decise whether to go healer (sge/ast) or dps (vpr) for EX and savage >_>
On one hand, I love the exhilarating feeling of healing in prog. On the other hand, I am also bored out of my mind mashing 1 dps button.
This is how the CBS operates: they try to find a pattern or a formula and then they apply this pattern to literary everything. This is why the game does not have classes like other MMORPGs. This game has roles and the jobs are only skins over a role. Or you have an area like Amaurot: an artifically created area with recreated souls, based on memories. Then they did exactly the same with Ultima Thule and Alexandria. These areas are also artifically created with recreated souls based on memories. If CBS finds a formula then they repeat it over and over and over again. And this is propably the reason why DT feels so stale and like an uphill battle.
Cheers
me cry because no melee magic knight healer
but me be happy because realise I'd be spamming 1, 1, 1 and never actually healing
Probably play Healer for prog, and then use the gear you get from it on a DPS to use for reclears
If SE has designed Healers to only feel engaging (to some players) in high end content (hence the 'go play Ultimate' comment), then it'd be best to wring out the small drops of 'fun' from the role while you can (ie week 1 prog), before gear and such increases and the role trends back towards 1111111
Then, once it does trend towards 1111111, you've already got a headstart on gearing the 'actual main' job
At least Baldicante enjoyed the last live letter xD
https://pbs.twimg.com/media/Fmxjw7iXoAIIpMM.png
Not gonna lie here, after thinking about it, I'm actually kind of hyped for the upcoming content. I think that's the sentiment of the community too, along with it being frustrating that it's taking forever to release. C'mon SE, just open up the fireworks factory already.
I wouldn’t consider myself quite at the level of hyped, but my mindset is ranging between slightly hopeful at worst to optimistic at best. I’m not hinging all my bets on 7.2 sticking the landing, but I do see stuff to feel positive about in here.
That said, while I don’t think there’s one “magic bullet” that will miraculously resolve all my worries, I do think that changing the patch cadence could help a lot. The drip feed is painful at times.
I’m also mindful of the fact that they are doing major graphics updates amid all their content work, updates that require a lot of resources and could be causing other downstream impacts.
Yes, and to be clear my speculative statement is in no way indicative of my opinion on the matter of the handling of this game’s development cycle. I have been highly frustrated about the game’s direction and the appearance of a lack of priority at SE on this project.
That said, I do not know categorically what decisions were being made behind the scenes; all I can do is speculate from the perspective of somebody who works in project management and has had projects that involved challenging decisions regarding the scope of work, the schedule, or the resourcing decisions.
It literally doesn't matter unless you're going for a week 1 kill where your DPS is important. Just cast an extra GCD.
Actually, scratch that it literally doesn't matter anymore because Savage basically does not have anymore real DPS checks ever since M4S, where you can kill week 1 with 5 deaths and not even see enrage LOL.
I used to be excited for his liveletters, but his obsession for content consistency & dumbing the game down so much has made not care much what Yoshi P. has to say.
I know what to expect, and its more slop.
A UI is just a user interface, it doesn't store anything. It's just presenting the output of a system. In the case of glamour chests in an inn room, it's the contents and configuration of a single user's glamoured items and plates. In the case of a glamour chest in a house, it's that system but for N users, reloaded every time any player enters and exits the instance.
Again, explain to me, why would the system be tied to anything but the UI?
How is it different to open the glamour dresser UI from the inn vs. player housing vs. the overworld?
In all 3 cases it should be a simple "Hey server? What's stored in my glamour dresser and what are my plates? I want to edit them!", "Cool, here's the changes I made, please save them for me!"
The dresser object existing should not matter. There should be no difference between wanting to know what's in my dresser while I'm in the inn room and while I'm not.
With how horribly the game handles storage, my guess would be that opening a dresser in any space that can contain more than 1 player character will also load the dresser contents for everyone that can enter that space. Changing how the game handles storage would conceivably also allow them to add hundreds of inventory slots(since the game currently loads the inventories of the characters, their saddlebags, and their retainers at all times), but that would take time and money that could be spent on other games.
I'm honestly very curious about how the dresser functions. With the weirdly long hang time whenever you interact with something related to outfits, which seems like it should be some very simple checks, the dresser probably transcended spaghetti code and became Gordian knot code.
At one point, the game would reload your inventory, and the inventory info for all of your retainers, any time you changed zones. Even if the destination zone was one where you could not summon a retainer at all (Eg going into somewhere like Central Thanalan). The way that some things have been implemented in this game in the past is absolutely hilarious, so it wouldn't surprise me if the Glamour Dresser was loading far more data than it needs to, each time someone accesses it
Inventory, chocobo saddlebag, etc is saved locally to the client each time a change happens (you edit something, zone change, etc.) Then it syncs with the server on a pulsed timer, likely every 6-10 seconds. Glamour dresser probably does the same when it's present, but again, having that happen every time a user enters or exits a house, would probably break it.
Technical debt sucks.
I've given up watching her videos and the negative bias spin speaks volumes. Shes not objective in her views if she cant balance her opinions.
The next video of FF14 will also be negative, mark my words. She just miserable at this stage.
I stopped watching when she became just abusive, toxic, and borderline incoherent with her "critiques" (often ends up just being rants). She's been through a lot, and is obviously having issues handling it. Even at the best of times she's never been the most stable person, but lately it feels like she's lashing out at everything disproportionality.
A UI is just a user interface, it doesn't store anything. It's just presenting the output of a system. In the case of glamour chests in an inn room, it's the contents and configuration of a single user's glamoured items and plates. In the case of a glamour chest in a house, it's that system but for N users, reloaded every time any player enters and exits the instance.