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  1. #1
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    Quote Originally Posted by Adol View Post
    Guys, don't reply to that guy going on about politics. Just report his post, block the user and carry on as normal.
    It's that simple.
    I took down my posts on the matter, I hope the other fellow does the same.

    On subject:
    Tanaka is a FANTASTIC designer, but the idea he had was far too big for the time alloted to this game. MMORPGs are HUGE money pits, and Square is very liberal about their published content- but this came to harm them in their decision involving XIV because the game wasn't ready for BETA, let alone launch etc. Tanaka's design wasn't able to be boiled down to something which could be stretched out in beta testing, and left the testers wanting more content which was in the works but never finished. This is where Yoshi-P is coming in strong. He seems to have a grasp on Tanaka's large idea, but will probably be able to deliver it to us in a more palatable manner.
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  2. #2
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    SuzakuCMX's Avatar
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    Peach Parfait
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    Gilgamesh
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    Weaver Lv 70
    Quote Originally Posted by Augury View Post
    I took down my posts on the matter, I hope the other fellow does the same.

    On subject:
    Tanaka is a FANTASTIC designer, but the idea he had was far too big for the time alloted to this game. MMORPGs are HUGE money pits, and Square is very liberal about their published content- but this came to harm them in their decision involving XIV because the game wasn't ready for BETA, let alone launch etc. Tanaka's design wasn't able to be boiled down to something which could be stretched out in beta testing, and left the testers wanting more content which was in the works but never finished. This is where Yoshi-P is coming in strong. He seems to have a grasp on Tanaka's large idea, but will probably be able to deliver it to us in a more palatable manner.
    Actually the basis of what Tanaka was doing was pretty damn horrid.

    -> Badly coded game
    -> Badly designed interface
    -> Completely unbalanced combat
    -> Lack of proper roles for classes
    -> Broken crafting/gathering
    -> Lack of basic features (party search, item search for market wards [seriously what in god's name was he thinking?], lack of any sort of instruction on how to play)
    -> Extreme lack of content (5 years of development and all it was was levequests, 15 or so story quests [of which only about 5 can be done on one character])
    -> Bugs galore (monsters randomly regaining HP, becoming untargettable, etc.)
    -> Inability to see a monster's power
    -> Broken patcher
    -> Somehow they didn't even make sure it was playable on a PS3 even though they knew it was going to be released on the PS3
    -> Bad bad bad horrible graphics optimization
    -> Broken targeting system adding onto the combat bugs, imbalance, and broken UI

    And out of all that, what can you say? "He had a good vision."

    It really makes you wonder just what the hell he was doing for 5 years, considering how horribly the game is coded and how much content isn't there.
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    Peach Parfait/Khulan Angura on Gilgamesh

  3. #3
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    Quote Originally Posted by SuzakuCMX View Post
    Actually the basis of what Tanaka was doing was pretty damn horrid.

    -> Badly coded game
    -> Badly designed interface
    -> Completely unbalanced combat
    -> Lack of proper roles for classes
    -> Broken crafting/gathering
    -> Lack of basic features (party search, item search for market wards [seriously what in god's name was he thinking?], lack of any sort of instruction on how to play)
    -> Extreme lack of content (5 years of development and all it was was levequests, 15 or so story quests [of which only about 5 can be done on one character])
    -> Bugs galore (monsters randomly regaining HP, becoming untargettable, etc.)
    -> Inability to see a monster's power
    -> Broken patcher
    -> Somehow they didn't even make sure it was playable on a PS3 even though they knew it was going to be released on the PS3
    -> Bad bad bad horrible graphics optimization
    -> Broken targeting system adding onto the combat bugs, imbalance, and broken UI

    And out of all that, what can you say? "He had a good vision."

    It really makes you wonder just what the hell he was doing for 5 years, considering how horribly the game is coded and how much content isn't there.
    Well, despite the fact that the game was not in devleopment for 5 years, and also despite the fact that the wards not having a search feature was integral to the type of market system SE needed in order to give meaning to the crafting classes, I can't deny that the game was riddled with bugs and lag. But that's probbaly more a fault of premature release than anything else.
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  4. #4
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    SuzakuCMX's Avatar
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    Quote Originally Posted by gifthorse View Post
    Well, despite the fact that the game was not in devleopment for 5 years, and also despite the fact that the wards not having a search feature was integral to the type of market system SE needed in order to give meaning to the crafting classes, I can't deny that the game was riddled with bugs and lag. But that's probbaly more a fault of premature release than anything else.
    Oh hey you're right, it's actually been in development since 2005 (if publicly announcing a new MMO counts as "development") so it's closer to 5 and a half.

    http://www.joystiq.com/2006/07/18/sq...-fantasy-xi-2/

    EDIT: As for you Jen

    http://www.vg247.com/2010/08/24/ffxi...s-square-enix/

    They kinda didn't account for the PS3 not having the memory of a PC? It's probably a memory problem because of how horribly coded it is.
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    Peach Parfait/Khulan Angura on Gilgamesh

  5. #5
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    darkstarpoet1's Avatar
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    Darkstar Poet
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    Excalibur
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    Quote Originally Posted by SuzakuCMX View Post
    Oh hey you're right, it's actually been in development since 2005 (if publicly announcing a new MMO counts as "development") so it's closer to 5 and a half.

    http://www.joystiq.com/2006/07/18/sq...-fantasy-xi-2/

    EDIT: As for you Jen

    http://www.vg247.com/2010/08/24/ffxi...s-square-enix/

    They kinda didn't account for the PS3 not having the memory of a PC? It's probably a memory problem because of how horribly coded it is.
    and besides the engine the game was built on, that this group built, was finished in september 2007. kinda hard to have a game in development on an engine that does not even exist yet. also the 1.0 version of the crystal tools system was not what is even in use in game it was the updated version of that engine the game was built on although i cannot find out what the completion date of version 1.1. i have found the version this game uses was first used in sept 2009, but sure it was completed before then.
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    http://crystalknights.guildwork.com/

  6. #6
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    Quote Originally Posted by SuzakuCMX View Post

    And out of all that, what can you say? "He had a good vision."

    It really makes you wonder just what the hell he was doing for 5 years, considering how horribly the game is coded and how much content isn't there.
    Well yeah, I'd imagine that the game was mostly on paper up until a year (maybe) of it's Beta. There's a good chance they were arguing about the same things we argue about now... Does the armory system work, does the leve system work, can experience fatigue work, does leveling or ranking work for an MMO? It all seems too rushed to me, to have been what Tanaka really thought he was designing. My guess is that when Yoshda got the job- he probably got the game on paper, as something more robust and fantastic than what we have on our computers. This actually isn't all that uncommon in game design though, a grandiose idea gets vivisected by deadlines and procrastination, and all of those good organs the game needs to work get left out of the product we get.

    Every time I look at the conceptual aspects of the game- they are brilliant and sound engaging, and are engaging to act out or experiment with. Every time I play the game- the ideas are riddled with small flaws that need adjustment, but the idea is still there- and good.
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    Last edited by Augury; 05-09-2011 at 10:18 AM.

  7. #7
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    Jennestia's Avatar
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    Kanikou Escaflowne
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    Quote Originally Posted by SuzakuCMX View Post
    It really makes you wonder just what the hell he was doing for 5 years, considering how horribly the game is coded and how much content isn't there.
    They explained this time and time again -- the game was only in production for 3ish years (2007-2010) and they released it far too soon as it was done to pad reports in the end (note the release time frame and note the lack of meaningful titles released by SE late 2010.)

    This is speculation:
    Somehow they didn't even make sure it was playable on a PS3 even though they knew it was going to be released on the PS3
    Give a source as they've stated the game was completed for the PS3 but it in the end is held back on release, but it kind of is impossible to not know if your game works on a system or not..they said the only difference would be scaled back to 720 and smaller bitmaps for memory reasons.
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