The way i see it, what people want and what people need are often different things.Just to point some other games into that thought.
FFXI didn't have an official forum or proper exchange between the Dev team and players for several years. Yet the game was built much stronger than XIV in its mechanics.
It even applies to other games. No player had anything to say in the development cycle of every previous offline FF games, and, for the most part they all did fine. FFXV, despite its strong sales, gave lots of players a sour taste with everything Tabata shoehorned into the game at the last minute because people requested it, making the game a patchwork of lots of different ideas that don't really match with each other.
Proble is, on that particular question, he already gave his answer. All jobs will change in 4.0, probably more than between 2.0 and 3.0 with the revamped battle system. And since the tank/healer population did not really change with DRK and AST, it won't change anything about the dreaded queuing times people fear.
Working in IT, you have a difference between what people want in the first place, what they need, what they tell you they want, what you understand they want and what they want in the end once you delivered what they asked you for...so, frankly, if you can do without their input, it's better![]()
Q and A session, You can only control so much of what people will ask before it doesn't become a q and a session at all. and since there is not detail on how they will change, how can we be certain that they change as much as he is saying? we have no details.
Even IT projects need requirements and objectives for their projects, the business and the the end users are tapped for this.
I'm still not sure how reasonable it is for them to draw a conclusion about what's going to happen in Stormblood (when they're adding two (by their own admission) highly-requested DPS jobs) based on what happened in Heavensward (when they added a class to every role, of which the tank class was the only highly-requested job; to the point that it likely got some attention from people who wouldn't have normally played a tank).Proble is, on that particular question, he already gave his answer. All jobs will change in 4.0, probably more than between 2.0 and 3.0 with the revamped battle system. And since the tank/healer population did not really change with DRK and AST, it won't change anything about the dreaded queuing times people fear.
Tanks and healers who wanted to one of the new jobs had the option to do so while staying within their role in Heavensward; they won't in Stormblood.
Last edited by Ibi; 03-16-2017 at 03:02 AM.
i use to work in Japan, 12 hours a day, almost 1/3 of my hr is unpaid, and 2/3 of my salary go into paying the rent for my tiny apartment.Another very standard custom in Japan is for the employee to clock out at 5 like they're supposed to for their 9-5 job and to keep working for another 3-6 hours after that. They do not get paid for those extra hours. It's generally looked down upon to go home before management/your boss does.
I have a friend who's working as a software engineer in Japan right now and she has had a ton of that.
few years ago I move to UK, now I work about 38 hr a week and only 1/3 of my salary go into rent
we always joke about life in Japan, you need 1 job for each of the life, normal living, social, food and transport, and if u want entertainment, you need another job for that :P
And due all the threads of late, I don't think anyone has, or wants to learn anything.
But you ultimately need to nave something that is enjoyable and desired by the masses. i know some people think you could pick up a stone, put a dandilion on it, call it a moogle, and people will buy it in droves, but if anyone were to really do that in SE and call it offical merchandise, people would not think too highly of their efforts and might ask for their resignation if they aren't doing anything else for em lately.
You're pretty much saying, "Let the devs make whatever they want", which isn't a good idea in most IT projects because they need to have objectives and guidelines to what will serve the business, and the business needs to sell this solution to the customer as something they want to put money towards, the more uneeded things the customer sees and experiences the harder it is to sell it to them, and the more unlikely they'll tell good things about it to their friends. I don't see how a multimillion dollar mmorpg is going to allow freedom on this front. After millions of dollars of the same thing over and over im not sure we can expect developing things their way now sans player input to be a good idea. Its one thing to build somehing without oversight out of the knowledge of the audience, but when you give the audience a voice and then turn it off because you don't like what they want in the game, well, they are just going to keep insisting that your efforts just aren't as good as they would like them to be, reaching for answers other than "please look forward to it", and make multiple threads on the forums, garnering support and responses for their cause, or they'll leave, possibly when someone else provides what they want.
Last edited by Kallera; 03-16-2017 at 01:33 PM.
Actually, this is incorrect. It depends on the project management style used by the company or team; the AGILE method, primarily used in rapidly-changing business like IT, is all about incremental releases and constant customer input on design and features. They may not be a part of the initial process, but in a company using this style, the people who buy the product do have significant input.
Pro DPS tactic: Big glowing orange AOE = "Stand here to boost your DPS!"
~Non Requiem Aeternum~
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