ARR is still relatively new. Give it till the 4th or 5th content update before expecting that kind of variety. Right now it seems like they're just rushing what they can out the door.



ARR is still relatively new. Give it till the 4th or 5th content update before expecting that kind of variety. Right now it seems like they're just rushing what they can out the door.


Perhaps, but consider that there are so few stats- that is part of the issue, imo. For example, at release EQ had elemental resists as well as stats for mana regen, health regen effects, etc. You might have a resist set for Naggy... or a gear set for mana regen.
WoW had the same thing with spirit vs. int gear at release. Some priests leaned on spirit for mana regen, while others leaned on int or whatever for bigger heals/mana pool.
I don't know that "newness' is the simple answer here, because the stats are so few and simplified in effect that they don't lend themselves to much flexibility. There is determination and crit... but generally you have what? 4 or so stats on items... with only 1 being much variance?
The incredibly simplified stat system seems like the only wiggle room they have left is either resists or additional effects added to gear... and neither of those is in game.



And there is also the issue of power creep that a system like current one can cause. here's a great video on power creep by the extra credits team.
http://youtu.be/Bxszx60ZwGw
Last edited by Galliano; 12-31-2013 at 01:24 AM.


I liked that short movie. It really does address my issue with itemization. It's just a numerical progression, while I would like to see those effects they called "incomparables". Those were the effects I was saying can make that I-score fuzzy, depending on the situation.And there is also the issue of power creep that a system like current one can cause. here's a great video on power creep by the extra credits team.
http://youtu.be/Bxszx60ZwGw
Thanks! It not only explained some of my issue, but also validated some of my suggestions for helping.



No problem. You should check out some of their other videos, they have quite a few on the issues we face in MMO gaming.I liked that short movie. It really does address my issue with itemization. It's just a numerical progression, while I would like to see those effects they called "incomparables". Those were the effects I was saying can make that I-score fuzzy, depending on the situation.
Thanks! It not only explained some of my issue, but also validated some of my suggestions for helping.


I liked the one about "Skinner Box" design. It seems like something that if you are newer to a game, you either don't see or don't mind as much... but the longer you play games, the less tolerant you get toward that design. At least I have. It seems like FFXIV had the great storyline going, and once you beat that, you get to the cheap Skinner Box design end game.



Yeah that's a really good video as well and the skinner box theory can definitely be applied to ARR.
Here's some of the others I really like.
When Difficult Is Fun
http://youtu.be/ea6UuRTjkKs
Toxicity
http://youtu.be/n9A8VJBh_Yc
The J.C. Penny's Effect
http://youtu.be/QxfkWZPAUg4
Harassment
http://youtu.be/Dt9GwmOWoqo
Not a Babysitter
http://youtu.be/wmKj_wnhN9g
Depth vs Complexity
http://youtu.be/jVL4st0blGU
Honestly, there needs to be a happy medium. I have zero interest in dealing with dozens of extremely situational stats and spending stupid amounts of time to build a set of gear for one particular fight, only to have to turn around and do it again for a different fight, and another, and so on. There is such a thing as too much.
I liked the balance in stat variety in Cata and early MoP in WoW. The stats weren't so overly specialized as to be useless outside of a single fight (good riddance, resist gear), but generally there were two or so secondary stats that one had to balance, aim for a particular threshold for one stat before you could start stacking another, and so on. Juggling it all could be a mathematical challenge, but it was fun, and it was done without the absurd "I have this set of gear for this fight, and this set of gear for this other fight, etc" nonsense.
Just saying: There was almost nothing situational about enhancing the abilities you used and continually use a lot lol. For example Jump, Cure/Holy, Flare, Songs etc are used almost all the time![]()
Shouldn't take that long considering 1.0 and 1.23, previous versions of FFXIV, had gear like that - It even had MATERIA that introduced additional types of stats and special effects. In all reality, given what else they imported, they should have built the battle system around that kind of itemization rather than the GCD.
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