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  1. #1
    Player
    Barimu's Avatar
    Join Date
    Jul 2014
    Posts
    156
    Character
    Barimu Durimu
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    I just wish this game would stop catering to the "I want the best gear available day one" people. Content is pushed out of the way and made useless so quick it's sickening. God forbid you have to put in time, in an MMO(that's meant to be a time sink), to be able to do stuff. End game raiding is end game raiding some people can't do it and that's a problem for them it shouldn't be an issue for everybody playing the game. There also needs to be a revamp on boss fights. This pattern stuff needs to go. Why can't we have boss fights that use their abilities randomly and you have to adjust on the fly? You know giving us a challenge instead of a game of memorization. This new age of MMO players is just bad for the genre. Don't play an MMO if you can't put a good amount of time in it. You want an RPG? There's plenty out there for on person.
    (8)

  2. #2
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Barimu View Post
    Snip
    I've felt time and time again a more stricter tier system to set player demographics and play styles while extending game play within said tiers would do wonders for this game. As apposed to funneling the entire population into one set style as fast as possible with the only end result is raid or be bored to tiers.

    As for the patterns i couldn't agree more. A little more randomness would be more fun. Then again I'm reminded of a early quote Yoshida made at the start of ARR "If we added random elements to fights, no one would be able to beat them" Which I thought was..odd because people have been beating random elements in fights for years. Then i watched a video that kinda helped put that quote into perspective. XIV was developed with the JP players in mind and were a convenient afterthought it feels like. This video helped shed some light as to why.

    https://www.youtube.com/watch?v=MyUC_28HIvA Skip to 6:50 to see


    *EDIT* A follow up video that explains more and deffo speaks a lot as why to be successful the Japan dev staff has to be more collaborative with NA/EU developers instead of the one trackness of culture as a hinderence but to learn beyond those boundaries.

    https://www.youtube.com/watch?v=kG5gkSl_IjA
    (3)
    Last edited by Aylis; 08-08-2014 at 04:35 AM.

  3. #3
    Player
    Barimu's Avatar
    Join Date
    Jul 2014
    Posts
    156
    Character
    Barimu Durimu
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Aylis View Post
    snip
    Watching that video its kind of depressing. While 11's combat/boss fights was in no means hard or difficult, that game had so much horizontal progression and content that it was fun. This game, there is no sense of fun because everything can be acquired day one and makes everything pointless.
    (3)