https://www.millenium.org/news/415718.html
From 7/13/24, originally taken from this Reddit post:
https://www.reddit.com/r/ffxiv/comme..._there_isnt_a/
Just passing it along to here for anyone who might not have seen it yet. Enjoy o7
https://www.millenium.org/news/415718.html
From 7/13/24, originally taken from this Reddit post:
https://www.reddit.com/r/ffxiv/comme..._there_isnt_a/
Just passing it along to here for anyone who might not have seen it yet. Enjoy o7
Thanks for sharing it.
Was certainly interessting and the google website translation sounded good. :)
"The biggest problem in truth is that there is this place called Limsa Lominsa."
True.
Translation here: https://www.reddit.com/r/ffxivdiscus...rench_edition/
I am surprised Old Sharlayan didn't rival Limsa with how convenient that place is, honestly.
Personally, I wouldn't mind the scrapping of the class/job system. In fact, I would go 1 step further and say that quests for jobs should start at Level 15/20, and then just give people complete and utter control in what city state they want to start at. It sucks that your starter class determines your city state - I would love for these to be distinctive, especially when I think of how I would've liked it as a new player.
Yes please. Give this to DoH/L too. It's muchly needed.Quote:
Sets with just static bonuses run the risk of being more advantageous for one role than another, so any possible adaptation of this idea would probably be "relic armors" that you build and tailor for a specific job instead of developer-specified bonuses. This sort of reads to me like stat-customizable armor from some content or another would be the most they're interested in exploring currently.
Yes please, and whilst you're at it, try and at least conceive a way that it can be used in all content appropriate for its level. Be it Eureka, Palace of the Dead, Heaven on High, etc.,Quote:
Beastmaster is planned to be different from Blue Mage, but a challenging part of the design is making something that's different from what they did with BLU while still also being different from current jobs and having its own angle.
The way they need to scrap it would destroy the story that goes with it. They need to fix it by just horizontally replacing it. Take all the existing "Classes" make them Jobs that progress past level 30. Make all existing jobs able start at level 1 from creation (level skip only available if the game is purchased and the expansion the job was introduced in was purchased.) Horizontally allow the player to add or remove the job stone to get a different job with the same gear. Take Bard for example. Maybe you do NOT want to be a bard and just want to be a crossbow specialist. Okay so instead of a "Bard" job stone you have a "Archery Mastery" job stone. You don't get the bard-specific (eg singing) job features but instead get another ranged DPS tool set. Same for Conjurer/White Mage. Remove the job stone, you become conjurer and basically swap the "light/holy" aspect with the 6-element nature theme that it was supposed to have from 1.0 (maybe it works as A-B-C, D-E-F, cast air(DPS)-water(Heal)-earth(Shield), fire(DPS)-thunder(DPS)-ice(Shield) . Black mage, remove the job stone and you become Thaumaturge, and instead of casting Fire and Ice, you cast poison-type DoT's. Just wondering if they would seriously consider ripping it all out or try to keep it as a way to add additional jobs without adding additional gear.
Like that is a pretty easy way for the developers to just leave everything in without retroactively having to create new stories, since the 1.0 jobs still pull directly from the 1.20 cutscenes in 2.0.
Or they could just nuke the job stone entirely, and make the "main weapon" always define the job except where it overlaps (eg arcanist/scholar/summoner) so that the stone is just automatically assumed to exist when the correct main weapon is used. Eg, automatically upgraded to WHM at level 30, automatically upgraded to BLM at level 30, even if the job quest has not been done as long as they use a the correct weapon for that job.
I would rather the storylines continue to exist and not be ripped out just for the sake of removing the classes. Either turn them into jobs themselves or as alternate jobs with the same gear.
Please give a reason for DoH to even exist. My gawds it's like they designed it around you making your own gear and not for anyone else ever since collectables were introduced. I would love to see some customization on gear, but I don't see "Stat customization" being a thing since that just results in the worst type of gear creep of people making "Crafted BiS Pentameld or don't join" arguments for content that doesn't demand it.
Someone should ask the guy about the rampant eye strain issues caused by the game. I'd really love to see his response.
I'd be in favor of them doing something to Limsa to spread out the players there, like he says it's a bit of a bummer it's always so populated while the other cities offer the same thing for marginally less convenience.
I don't see any expac city taking over a base gamer city though, with there being grand companies and housing on offer.
I dont really understand why they are surprised that limsa is the de-facto main city, it has a market board and retainers right next to the main atherirte, has quick inn access, Grand company, you can travel from there to other worlds.
None of the new cities has that in any combination, they all frankly suck, if they dont design it better people are not going to use them.
Well, the way to fix that is to, quite literately move the Aetheryte plaza to be in line with Ul'dah, Gridania and Ishgard where their Aetheryte plaza's are not near the market board.
Alternate option, disable all crafting within 15 yalms of any Aetheryte or Marketboard outside of housing. It's a minor nuisance to be in the Aetheryte plaza and constantly hear the bang-bang-bang sounds from crafting, but it creates the very situation where players basically just zone-in and start crafting right in front of the markeyboard/aetheryte because laziness.
It's just kind of baffling that they re-created the 1.0 market stalls problem with the introduction of cross-world servers.
Moving the market board further away could do the trick indeed.
But it would also be a very unpooular move.
Everything the devs do these days is unpopular. At least this could actually solve a problem.
You're solving a minor nuisance by creating a significant nuisance by limiting where people can and cannot craft, and if I am honest 15 Yalms is not actually significant at all. It's, what? The equivalent of 2 stalls.
That said, they would honestly be better slightly expanding/reworking Ul'dah and Gridania to be more in-line with Limsa. They have done the same for housing in the past when they added swimming.
To my understanding, the Flames are the standing army and the Brass Blades are the police force. And there's a lot of tension between them, at least in part because the Blades are so openly corrupt that finding one officer that isn't on the take (Fufulupa) was a plot twist in the Ul'dah starting quests. There's also the Stone Torches, but they tend to be forgotten about. Far as I remember, they're more like private security for the mining guild.
In Limsa, the Maelstrom is the army and the Yellowjackets are the police, with the Rogues' Guild operating behind the scenes. In Gridania, the Gods' Quiver and Wood Wailers are the normal peacekeepers who work together as the Order of the Twin Adder. Ishgard has the Temple Knights filling both roles, although in the machinist quests in Stormblood they've begun employing the machinists as a home guard while the Knights are off with the rest of the Alliance. Ala Mhigo still relies on the Resistance, and while Doma has samurai and shinobi, I don't recall them being given an actual name as an armed force.
I have a solution to the Limsa problem.
https://media.giphy.com/media/5eM4x8fxZNzPO/giphy.gif
Unless they're willing to let us use world travel and interact with our grand companies in any city I'm not willing to use the newer cities. Doesn't matter how well designed they are if they lack basic features.
As for the jobs like Dragoon not levelling up past 100 because they feel they have maxxed them out, it can be done but players still want to feel like they are learning new abilities. One way to do is to do something like Covenants from WoW, where once the player has become the best paladin they can be they then start learning a new skillset, like learning Night Fae magicks, or like how in GW2 once the player reaches max level on Ranger they then go on to learn new skillsets in the expansions like becoming a Soulbeast or an Untamed. Though this would mean reviving FF11's design philosophy of being able to multiclass, ie you are a Samurai/Beastmaster or Night Fae Paladin.
If they want to keep all of the cities populated, then they need to implement GW2's megaserver system where it dynamically phases every city to keep them populated at all times. Put every 5 players hanging out in Kugane on every server into the same instance so now you have 200 people in Kugane.
24 man raiding sounds neat for people who want to go through the same scripted corridor instance over and over again.
I feel like there is a disconnection here..
We latterly have issue with gearing + job design being so braindead.. not limsa or even 24 man raid
What is the point of having 24 man raid savage but with boring unaspied job?
If job is interesting even fates would be fun content
I' m the writer from JeuxOnline who was at the interview with Millenium gaming and I almost joked he should make a second meteor falls on Limsa Lominsa to solve the problem. But I didn't because I like lImsa and he could very well do it x)
Also, you can find the questions Bxakid didn't publish in his article here as well as the full translated transcript from the interview here : https://ffxiv.jeuxonline.info/actual...-2024#section2
I totally agree with you about adding the limit jobs to all content. When BLU was first announce, everyone was excited until the next when I was at Fan Fest & Yoshi-P stated that we couldnt use BLU in the exploration content, no POTD, no squadrons. I always felt they missed the mark with that decision.
This problem is not exclusive to Limsa or FFXIV to begin with.
So you want every area to be a crowded noisey mess for botters to spam. No. That's definitely not what is needed.
Here's a better idea. Remove all the retainer bells and marketboards from all the cities present locations. Then add a "third floor" to all cities (including Ishgard, Gridania, Limsa, Ul'dah, Sharlayan, Ralgr's reach, Idyleshire, Eulmore, Crystarium, Solution 9, Kugane, Radz-at-Han) which contains marketboards arranged along the far walls in a way that there is a central "aetheryte" plaza flanked by marketboards. This area contains no NPC's.
https://i.ibb.co/LSdzwfp/move.png
(I'm expecting the image host to crush this)
Basically what I'm saying is literately design the map to be less claustrophobic. The aetheryte plaza or wherever the player zone-in's needs to be much farther away from the marketboard and retainer bell so people spread out. Ul'dah at least has the aetheryte plaza "off" the main road, so crowding in there is not encouraged as there is nothing immediately there to see. Limsa however you zone in and just see players popping in and out, and everyone sits there and crafts in front of the marketboard obstructing the entrance to the plaza.
Look at the version 1.0 map for Uldah
https://i.ibb.co/x8Z6dY2/image.png
See that entire extra outer-hallway around the east side? The market boards should have been over there, not right beside the NPC's. In version 1.0 that was really part of the loading tunnel system, but that place logically should "still exist" in the game as the other side of where the sapphire avenue exchange is.
Now look at 1.0 Limsa
https://i.ibb.co/XsrNkv9/image.png
Guess where the Aetheryte isn't? There used to be a stone sculpture there. The 1.0 location was on the upper decks.
Asking to make Gridania and Uldah crowded and clastrophobic like Limsa's aetheryte plaza is just the wrong way to go. Ul'dah's Aetheryte plaza feels uninviting, which is why everyone basically hangs out in front of the entrance to it. Yet, Ishgard just doesnt' look inviting at all, so I can see why nobody is there.
In terms of probably the best-designed. Eulmore. Everything you need, visible light, inviting. Is right there and is far enough away from each other than it's not crowded and not claustrophobic.
The other thing that needs to happen is being able to see the marketboards on all servers in the DC. So that carrot can be had by making that available from this third floor, or the housing area.
Huh. That explains that big empty plaza up top near the exit to Lower La Noscea. I always wondered what the deal with that was.
But yeah... nah. I'd rather they just look at Limsa and ask themselves why people afk there. Part of it is inertia (Everyone thinks of Limsa as the place to idle/afk), part of it is the convenient layout.
But I think something a lot of people forget is that no matter where you are in the story, you can meet up in the starting cities. You can have a friend stuck in ARR, another on their way through Shadowbringers and be caught up with current content and all meet up in the starting cities to hang out and choose something to do together.
That isn't unique to Limsa, but it IS something that gives the starting cities an edge over the current expansion cities.
The starting cities are player hubs because they will always have this benefit no matter how many expansions are released. In fact the more expansions there are, the more it's a benefit.