Download my iPad app on the App Store http://bit.ly/10QMy4C ^^
Okay, I'm done for now. Your religion now has a scripture chapter one, which is where they all start, really. Best of luck to you and your followers!
"I shall refrain from making any further wild claims until such time as I have evidence."
– Y'shtola
I'm actually glad to see Tanaka still getting respect; that fell out of favor for a little while. Tanaka-san's been with Final Fantasy for a long time and he has a lot to offer the franchise's image - however, it does seem that he's lost his touch in certain areas; that he's locked in the past with aspects of game-building that really matter in today's market.
I respect Tanaka's vision and dedication, but I admit that I'm enjoying Yoshi-P's chosen direction for The FFXIV Experience quite a bit more than I would have otherwise. Though there'll always be a niche for that type of content in-game, a product doesn't have to be masochistically time-sinking or difficult to be fun, and I think that held FFXI back at times.
Though, I swear, if I see the words, "The Hardcores," or "The Casuals," one more time, I'm bound to just start slapping people.
Unfortunately, most religion is a series of Shepherds; not much face-time with the top-dog regardless of what path one chooses to follow. My guess is you'll be fielding some issues yourself on this one, lol.
Last edited by Anonymoose; 07-20-2011 at 06:14 PM.
"I shall refrain from making any further wild claims until such time as I have evidence."
– Y'shtola
If you want lessons on how to run a religion you only need to visit one place:
http://tarvu.com/
i must say that i feel if tanaka had been left in charge that by this point there would be less complaints on the game as they do now. i feel the direction at this point seems sporadic at best since yoshi took over.
case in point yoshi stating that he feels that people should be able to play classes how they want so he is removing sp/exp fatigue, but in the same week states they are leaving in the gathering break fatigue to restrict them. sure they won't see a yellow, but can't sit down and grind the class for long either. if they want that for them they should have battle drop fatigue and crafting break fatigue since they would all do the same thing.
gathering = after a set period of time they start breaking items because of a hidden fatigue.
battle = after a set amount of time their drop rates should drastically drop.
crafting = after a set amount of time they should break the majority of crafts.
either all of those should be in place or none of those should be in place.
http://crystalknights.guildwork.com/
Gathering drop fatigue is indirectly crafting fatigue.
There aren't a lot of drops off monsters that aren't for leatherworking or weaving, and even then you're more likely to just get some shards.
Tanaka churned out a terrible game and had the "vision" to fix it...in 5 years worth of development what did he give us? A whole lot of nothing. Yoshi-P has already doubled the actual non-grind content (in terms of stuff to do) before 1.18, and now it's going to increase yet again with this patch.
Quit whining, Yoshi-P is in charge now and he actually knows what he's doing and how to do it. Tanaka had a vision for this game but that was it. Get over it.
Peach Parfait/Khulan Angura on Gilgamesh
Also:
Is the armory system or is it not founded on a 'play as you want' philosophy? And yet here we are watching it become obsolete and, for all intents and purposes, redundant beneath the job system.
That's the funny thing about Yoshi P. No direction. He says one thing and does another.
Tanaka didn't really have a direction either. But at least Tanaka and the old team seemed to be promising more than just quest hubs. Quest hubs and side-quests. Gee, riveting.
But hey, didn't they discover America by accident? Who needs a direction, right?
And at least Yoshi is implementing jump. That's about all the good i can say for him. He's implementing jump and he might implement swimming. Those are the only good things.
Last edited by giftforce; 07-20-2011 at 06:50 PM.
Clearly you are trolling if you are trying to imply that the only thing Yoshi has promised is quest hubs and side-quests.
I fell of the Tanaka bandwagon when he abandoned "hardcores" and "groupers" to cater exclusively to casual and solo players. As evidenced by his letters, the original combat/xp system, and party mechanics (or lack thereof). I still have a lot of respect for him for what he did with XI, but I like Yoshi's direction of the game much better.
He is giving people what they want, but not just one set of people. Like his latest letter said he is giving something for various playstyles to enjoy, as an ex-FFXI diehard that is music to my ears. No other MMO caters to my type at all these days. If it wasn't for FFXIV I would quit MMO's for good and spend all my leisure time reading books/watching good film. I don't care for the overall direction MMO's have taken in recent years, not one bit. They are soma crazed Brave New World nightmares, and I'd go as far as to say I more than loath them I fear for what they are signaling about our society's decline.
So... XIV can have some of that if others want it, as long as they also give me stuff to keep me happy and feeling like I am playing something of substance and not simply filling time until I die.
Last edited by Murugan; 07-20-2011 at 06:56 PM.
Imo, there's a stark difference between a fatigue in place to control how fast a player can rank up, and a fatigue in place to control the market. Even in your example, two are stopping players from leveling quickly, and one is preventing an overflow of materials that would shred their worth at market and/or flood the gatherer with disproportionate vendor-cash. This is one of the reasons that it confuses me that gatherers have their own full-fledged jobs. They're obviously at a handicap with two fatigues hitting them at once, and after the abolishment of yellow fatigue, they'll still be at a handicap by being the only fatigued class.
I wish there was some way to control the influx of new materials while still allowing gatherers to rank up if SP is their only concern; perhaps the same type of interface as Guildleves - where the gatherer gathers, not real items, but a quota of "quest items" that end up being exchanged for a proportionate reward. There are so many different ways to apply battle/synth activities, but with only fatigued open world and guildleve content, gatherers really got the shaft.
I hope we'll see some fix for this in the Gathering Reform.
I disagree. I'll ignore the "Just quest hubs" part, as it's clearly exaggerated and unrealistic. But as far as direction goes, Tanaka's teams seemed to have had their eyes all focused on different points and didn't communicate to eachother what they were. The result was a hodgepodge of good ideas pasted over each-other with poor execution in such a way that any quality was sundered. In contrast, Yoshida's teams seem to be focused in the same direction, and on one concept at a time. Every time Yoshida gives an interview to a third party gaming sources that refuses to pull punches, I get a much better impression that he has a very clear long-term plan here.
Last edited by Anonymoose; 07-20-2011 at 06:58 PM.
"I shall refrain from making any further wild claims until such time as I have evidence."
– Y'shtola
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