



Det, Crit, Acc, Skill or Spell Speed; these(for the most part) are the only stats you ever get to play around with, and after 3 Coils worth of BiS set making I've lost most of my interest.
I also played FFXI for years and what kept me interested was the gear and the stats you could play around with and gear swap for different situation, it was fun lol.
This game is too simple to play long term, the only thing you're going to miss if you quit is the people you played with.
I try WoW for the first time yesterday and I am so surprised they have so much element like race stat and traits and nature element all those stuff... Compare ffxiv i say they are too slack on it is like 1% compare to wow if they want to keep the interest any long they need to add fire water earth and wind as a new gear stat and make it huge different in the future



Elemental resistance as a gear stat is awkward.
If it's powerful and the game is balanced around having it, players are forced to grind and carry a lot more gear to adapt to the "solution" for each fight. (This is a valid avenue of design - but Yoshida's specifically stated he doesn't want players forced to deal with this)
If it's powerful and the game is balanced around not having it, it trivializes stuff.
If it's not powerful... we're at where we are in XIV where it might as well not be there because it's a trap stat.




Hi Duelle, Garlyle,
Good points. For sure having a bunch of extra stats that only cause imbalance or can't be properly balanced would be problematic. I don't need over complicated stats to make a game meaningful. But to your points then:
1. Then why not just have *2* (TWO) Stats for everyone: "ATTACK" and "DEFENSE" and be done with it? That's the true simplification of it all. Those are the 2 more important stats.
Answer: Because it's more *interesting* with different parameters that are related to Attack and Defense.
I think there's a balance to be had overall, and with enough Relevant & Meaningful Stats, we could have more interesting Itemization / Equipment in the game instead of such predictable and limited Gear. The *magic* and interest is taken away from the game since Day 1 of 2.0. Your entry-level Gear is the same as your End Game Gear. It's always the same. And "surprise" guess what your item level 700 Gear is going to be? The same: Always +VIT and +[Main Stat].
Boring.
2. The irony here is that for all of Yoshi P's statements that he simplified 2.0 (and removed the Elemental Wheel) and removed all these other stats was "because of balance," this game has continuously had Balance Problems.
He had to adjust Warrior because it was insufficient. He had to adjust Black Mage (even with No Elemental Wheel) because it was imbalanced. He's now having to adjust Dragoon because of imbalance.
So we still have balance problems even now, with a dumbed-down, oversimplified game, with No Interesting Stats.
I'd rather see more Interesting, Meangingful Stats and more interesting Gear Sets (or other forms of Customization) than the Cookie-Cutter, Gear Treadmill we have now.
I hope things change in 3.0.



You're bringing in needless hyperbole in an attempt to make a point. Secondary stats have always existed in the context of RPGs, and the key has been to balance stuff in such a way that you don't have one stat to rule them all (the way Haste did in FFXI). The other key point is making stuff not mandatory outside of what is the context of your job.
And so come the meaningless words. Gear is a means to an end. The end being seeing content. You claim balance can exist despite people who have seen examples to the contrary. We're telling you that drinking the cool aid with cyanide in it is a bad idea but you think it'll somehow work out if you do.Relevant Meaningful interesting predictable limited *magic* boring
Now you're abusing the word "irony". Since you missed the obvious point, I'll spell it out in a format that you seem to think will drive a point home:2. The irony here is that for all of Yoshi P's statements that he simplified 2.0 (and removed the Elemental Wheel) and removed all these other stats was "because of balance," this game has continuously had Balance Problems.
He had to adjust Warrior because it was insufficient. He had to adjust Black Mage (even with No Elemental Wheel) because it was imbalanced. He's now having to adjust Dragoon because of imbalance.
So we still have balance problems even now, with a dumbed-down, oversimplified game, with No Interesting Stats.
Now imagine what balance clusterfuck we'd have if we had what you call "meaningful" "interesting" stats on top of imbalances that are a result of encounter balance and new classes being added to the game.
WAR's design clashed with what how people were approaching Coil, which is why it had to be changed. People who actually analyzed stuff could also see that in the long run WAR would have run into issues (even the tank forums here agreed that no amount of self healing could ever hope to approach the level of mitigation a PLD had at the time). That's what prompted the change. BLM's got buffed in response to how the class performed versus encounter design (because encounters with mobility elements were pimp-slapping BLMs). DRG's issues didn't really become news-worthy until magical damage attacks in Coil 3 were nearly-killing or one-shotting DRGs in top raid gear in the obvious result of crafter gear having more magical defense than ilvl110 DRG gear.
Mind you, more "interesting" stats would have done absolutely nothing to alleviate the issues these jobs had, as they come from job design vs encounter design. The fact that itemization is straightforward simply makes finding these issues a lot easier, and thus easier to resolve. So to spell it out again: Class design and mechanics don't have anything to do with "unique" stats, and issues/deficiencies would be notably more difficult to pinpoint and resolve if said "unique" stats were part of the equation.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)




Duelle,
You seem to be happy with the limited stats we have now. Is it easier to balance than if we had additional stats? Of course.
But at least for me (and various people in this thread), the itemization is very predictable and boring. I'm glad you like it, but I'm leaving my feedback that I'd like to see more than just the same pattern of "+VIT, + [Main Stat]" for every single new gear set as the gear grind continues.
The game feels very basic and boring in many ways because of it.
He's simplified the combat in this game, removed Party Combos, simplified stats, etc. to try and ensure balance but I feel (just my opinion) that he's stripped away the soul of the game as well. It feels very calculated and he relies on silly Team Jump Rope / Gimmicks encounter design to compensate. Again, some people like this, others don't.
Don't get me wrong, I understand the need to start with a clean foundation (and as few variables as possible), but his approach seems to have gone too far in that simplified direction. Square's Design department have created decades worth of fantastic RPG systems and itemization (granted most of them for single player games), but there are great ideas there and they've had plenty of post-mortems after development as well to learn from.

That's about how I feel. I see everything as a glamour too now since everything will eventually be obtainable because of how bland the attributes are currently. I would personally like there to be more unique gear like 11 but I do not miss that gear swapping macros. I didn't mind a lot of the more unique traits but I think that if you look at 11's and XIV's a lot are put in as one category.
Now in 1.0 stats meant to be a bit more didn't they? I came in around 1.19..but I thought things like Mind did more than what they do now.
I don't miss having to deal with Magic Accuracy / Avatar: Physical Acc. / Pet : Magic Acc. etc..but I do miss the little things like "Enhances Repair"
As a casual the 3 months is just enough and then you're back at it again usually. The more hardcore ones you'll never satisfy they'll have it by second week while neglecting everything else. I wonder if it would be too powerful to add small things like "Cover: + X yalms" or a def boost..or even an enmity boost in a way. Make it through Materia or through drops that you turn in to a NPC who can grant special attributes to gear...who knows.
Then again..wouldn't want to make something so powerful that it isn't replaced for three years. I don't know..anything I think up I'm sure there would be a problem. Then again this is why I just play the games and don't design them.
Last edited by Leigaon; 11-25-2014 at 04:35 AM.
You're right, I am. I shouldn't assume fresh faced Lv50s can do content like Pharos Sirius. I've had fresh faced Lv50s in Pharos Sirius. I know they met the iLevel requirement for the content, but they really couldn't clear it unless they were purposely being carried (and in Duty Finder they were not). A DPS can probably get away with it, but not a healer or tank.
Thanks for reminding me how screwed progression is in this game. Good thing i70 crafted stuff is generally cheap these days. Hopefully they fix Labyrinth Of The Ancients so i50s can skip to i80 easily without queuing for a decade. Still, Spiritbonding gear in Castrum for Gil to buy i70 seems like a superior option to being i55 and struggling through Lost City only to get Potash drop instead of actual, irrelevant, gear.
Last edited by Nalien; 11-25-2014 at 04:13 AM.
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