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  1. #1
    Player Shioban's Avatar
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    Sep 2012
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    Bastok
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    1,564
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    Shio Ban
    World
    Twintania
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    Conjurer Lv 90
    Quote Originally Posted by Tupsi View Post
    As proven with XI, sometimes jobs are hit or miss or require an update to "catch up" to the current game standard, but it doesn't stop them from implementing jobs.

    FFXI didn't have to remake the game from scratch and reshuffle the entire development eating up a potential 3 years of time.
    You're completely ignoring the fact that FFXIV was almost completley re-made which ate up 2 years development time.

    We were very lucky in that we managed to even get Arcanist on release which (if you recall) was quite a pressured situation for them to get it ready, finalised and done for launch.
    (As a whole it's quite a rushed and cobbled together class/job development and it shows, but thankfully has an overall/use and enjoyment)

    If FFXIV on launch had been as it was now, we'd have had new jobs, new areas, new cities, new races all well over a year or two ago now.
    When you have to completley rebuild everything in your game it doesn't leave a lot of time to add in new jobs.

    I'm not saying they couldn't have made time, but there were most definitely other priories to sort out beside adding in new jobs/classes. However the time has come for a new class/job and they're aware of that so 2.2 or 2.3 will most likely nurture this point.


    Another point would be that asset creation in FFXI was a much simpler process, the development overall for FFXI was a simpler process (which is why FFXIV had such difficulty originally as the developers for FFXIII and XIV couldn't cope with large teams in the old development style they were used to). FFXIV's asset production pipeline is much more fiddly and require more time on the developers part, so it's understandable that FFXI was able to churn out a new set of jobs much quicker. But yet again to re-iterate, they weren't having to rebuild an entire game from scratch either (as well as having to churn out new content ASAP to maintain subscriber interest)
    (0)
    Last edited by Shioban; 03-08-2014 at 03:47 AM.

  2. #2
    Player
    Tupsi's Avatar
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    Feb 2012
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    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Shioban View Post
    FFXI didn't have to remake the game from scratch and reshuffle the entire development eating up a potential 3 years of time.
    You're completely ignoring the fact that FFXIV was almost completley re-made which ate up 2 years development time.
    Ignoring? Not really as they clearly reused numerous assets including unused assets resting in XIV 1.x's data for up to 3 years, which means the engine development aside, they still managed to create 3 new entities:

    Arcanist's New form (it originally was a staff user that had potent buffs and used traps.)
    Scholar
    Summoner

    Now - We know that Summoner, as I said, is basically a DoT DPS with a vanity pet since let's be honest, most of your damage comes from the Summoner itself. Scholar is a healer with 2 pixies. Now, "completely ignoring" would be what SE did when they completely ignored Musketeer that's been waiting there for 3 years. What prevented them from finally finishing that class/job but had the resources to retoool Arcanist along with adding two brand new jobs..? No, I didn't ignore anything.

    We were very lucky in that we managed to even get Arcanist on release which (if you recall) was quite a pressured situation for them to get it ready, finalised and done for launch.
    The only thing I remember is them saying Arcanist wouldn't be ready for public testing but will be ready for launch.

    I'm not saying they couldn't have made time, but there were most definitely other priories to sort out beside adding in new jobs/classes.
    Something something Arcanist something Scholar something Summoner...

    Another point would be that asset creation in FFXI was a much simpler process
    Actually...In XIV 1.0 development interviews they stated they could pump out assets a lot easier in XIV than they could with XI including a deformer to easily and quickly create armors for the races which dramatically cut down production time. Iirc, over on XI forum they stated it takes about the same time to create assets for that game as it does this game. Asset creation is usually dependent on the engine itself which by common sense, you'd think it'd be MUCH more easier to create assets for ARR than XI since even Yoshi said recently they literally had zero issues working with the PS3 or PS4 which means there's really no "barriers" that would make the assets difficult - Hell, it's more streamlined than ever these days compared to when XI was developed.
    (1)

  3. #3
    Player Shioban's Avatar
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    Shio Ban
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    Twintania
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    Conjurer Lv 90
    Quote Originally Posted by Tupsi View Post
    Ignoring? Not really as they clearly reused numerous assets including unused assets resting in XIV 1.x's data for up to 3 years, which means the engine development aside, they still managed to create 3 new entities:

    All of the crap that I'm saying doesn't really matter here;


    Most of the assets used in ARR are either remade or brand new.

    Animations, sounds, gear, abilties, battle effects, cutscenes, NPCS and overall concepts were completely scratched from 1.23. So "re-using" assets wasn't really something Arcanist has the luxury of. T

    The only thing that really remains from the original Arcanist is the name and the guild. (As the original 1.23 concept for Arcanist wasn't anything similar)

    Quote Originally Posted by Tupsi View Post
    Actually...In XIV 1.0 development interviews they stated they could pump out assets a lot easier in XIV than they could with XI including a deformer to easily and quickly create armors for the races which dramatically cut down production time. Iirc, over on XI forum they stated it takes about the same time to create assets for that game as it does this game. Asset creation is usually dependent on the engine itself which by common sense, you'd think it'd be MUCH more easier to create assets for ARR than XI since even Yoshi said recently they literally had zero issues working with the PS3 or PS4 which means there's really no "barriers" that would make the assets difficult - Hell, it's more streamlined than ever these days compared to when XI was developed.

    Quote Originally Posted by Tupsi View Post
    Asset creation is usually dependent on the engine itself which by common sense,
    Not really, it depends on the type of assets, the amount of assets, the quality, the production targets you've set.
    The engine is just a basis, however 1.23 had some interesting ways to cut things down.

    Your engine bears no weight on actually changing to asset-pipeline for certain segments, these still take a long time, and it's something that many companies who previously developed in the PS1>2 era found difficult to deal with when transitioning from the PS2>3.

    FFXIV actually had considerably more to do overall and in a shorter period of time which is why they buckled under the pressure of bad planning and communication in the first place. Unless you can find me an official quote to state otherwise, that was simply mis-information. In terms of the overall production (assets too) there is a lot more to be done now than lets say 5-10 years ago, and the process can take just as long if not longer on occasions to produce content of a higher quality (and of more detail).

    FFXIV could have produced everyhthing they intended (all the classes, quests, events, gameplay mechanics/content) if they'd set production targets and managed their development with (as the new team use) the 'American Development Cycle' for games. You set a target for "Conjurer Cutscenes: 23rd May", you work, cut corners and ignore the frill to meet the target. 1.23s development team did not do this which is why you missed out on all the extra classes and additions on launch.

    As for working with the PS3/PS4, I don't knwo why you're telling me this, the console itself would have no bearing at all on content creation, only implementation. (And that quote in itself is a lie, as the PS3 has currently reached its floating memory limit already before patch 2.2 has even dropped. There are a lot of segments of this game that simply cannot change now due to this, a list longer than I feel the need to populate here.

    Quote Originally Posted by Tupsi View Post
    Actually...In XIV 1.0 development interviews they stated they could pump out assets a lot easier in XIV than they could with XI including a deformer to easily and quickly create armors for the races which dramatically cut down production time.
    The mesh deformer simply allowed them to lets say, put a boot over a pair of long trousers, the topology of the trousers would 'slip' inside of the boot.
    Things like that sped it up, but creating the original content from Concept > Engine is a longer processes than it was (which is why they invested so much time in 1.23 finding ways to speed it up).



    The most important thing and the only thing I need to get across is;

    1.0 - Bad Planning/Management
    1.0 > 1.23 - New team brush up 1.0 along side creating 2.0
    2.0 - 2 year development cycle.
    2.0 > 2.2 - 3-4 Months behind target schedules, priority on new playable content.

    This was a lot of work, and a huge pressure. More-so than you can imagine.
    From the get-go to now the team have been pushed to get content out as fast as possible, with the only break and breather in-sight coming after the Expansions release.

    Adding is a new class/job did not fit into any of this. Arguing otherwise is stupid.
    If there was time to add in another class/job(s) that were carefully planned out, we'd have seen it by now.
    (1)
    Last edited by Shioban; 03-09-2014 at 03:31 AM.

  4. #4
    Player
    EdwinLi's Avatar
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    Aug 2013
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    Edwin Li
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    Balmung
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    Machinist Lv 100
    Quote Originally Posted by Shioban View Post
    If there was time to add in another class/job(s) that were carefully planned out, we'd have seen it by now.
    I wouldn't say something like that considering Yoshi-P plans to keep all the big contents a secret until release time or near release time.

    Anything minor things like level cap increase is easily discussed to prevent too much hype.

    We most likely won't see any info about new class/jobs until they're ready or near release too prevent people from going all hype train and constantly asking when it will be released and what will the gameplay be like.

    2.2 Live stream, for example, had only revealed the information we already know about for part 1 of 2.2 reveal livestream but all content we don't know about will be revealed in Part 2 arriving this month. I'm not saying they're reveal any new class/job but it just a example on how they are handling revealing content by keeping the already known new content reveal early while keeping the Unknown new content a secret for near release reveal to prevent too much hype.

    Also with different teams working on different content in SE we don't know the progress of anythings. Whole knows what the Team working on Class/Jobs have finished while the other teams working on other things like the team working on Dungeons and the team working on Monster designs have progressed.
    (2)
    Last edited by EdwinLi; 03-09-2014 at 05:07 AM.

  5. #5
    Player Shioban's Avatar
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    Shio Ban
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    Conjurer Lv 90
    Quote Originally Posted by EdwinLi View Post
    I wouldn't say something like that considering Yoshi-P plans to keep all the big contents a secret until release time or near release time.

    Anything minor things like level cap increase is easily discussed to prevent too much hype.
    My thoughts would've been that it'd be in the media kit (unless there's another embargo date set for revealing information AFTER the live-letter is done.
    (Such as the patch release date/new class/race/fire-hoop jumping pomeranians)

    Sorry I didn't re-itterate that again in my previous point, but seeing as 2.1 > 2.2 were 'catch-ups' for the 3-4 month delay in content the chances were very slim.

    Quote Originally Posted by EdwinLi View Post
    Also with different teams working on different content in SE we don't know the progress of anythings. Whole knows what the Team working on Class/Jobs have finished while the other teams working on other things like the team working on Dungeons and the team working on Monster designs have progressed.
    I'm very aware of the various sub-set teams working on various content, but even with that there simply hasn't been time until recently (as it's usually the battle team that seem to work on new class/jobs implementation).
    (And going based on how rushed Arcanist/SCH/SMN were, it was a safe bet that we wouldn't being anything until 2.2 or 2.3.


    But, I'm just speculating same as anyone else, I could be very wrong.

    If I was to completely ignore what the potential development cycle is at the moment and go on a whim I'd be thinking;

    MUSKETEER FOR 2.1 PLEASE BASED YOSHI-P
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  6. #6
    Player
    Warlyx's Avatar
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    May 2011
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    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    what? every new job in FFXI was a whole new experience

    Blue mage itself : learning skills from mobs , slotting the spells , getting passive traits when u combine them , amazing work

    Puppetmaster : a new pet that is customizable , equiping slots for head & body (pld, whm ,rdm , blm, ranger parts), equiping puppet gear that give pet new skills or boost maneauvears ect , one of the most engaging jobs ever

    FFXIV arcanist lawl.....
    (1)

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