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  1. #51
    Player
    REPROBEAN_CHILD's Avatar
    Join Date
    Jan 2015
    Location
    Everywhere
    Posts
    582
    Character
    Lucienne Beauvilliers
    World
    Faerie
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Ririta View Post
    Constructive feedback means pointing out flaws, not offering solutions. Stop being obtuse, you don't go to a doctor and tell him how to cure your pain.
    Constructive feedback or constructive criticism? Because the latter includes giving suggestions to help improve the overall product. I've been hearing a lot of players complain that SB is going to be more of the same (despite not playing it at all). So far, little to no solutions were to make improvements. You don't need a be game designer to suggest what needs to be changed and what to replace with. They say they want change, but aren't clear on what they want. tbh, and I'm not trying to white knight, but I think some players are just ungrateful with what they have. One of the biggest examples of this (not calling out names), is the cloud mount thread. Players are complaining that the sitting pose on their mount isn't what they wanted it to be, yet other players cannot get it at all.
    (1)

  2. #52
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    This isn't a recent conversation, There have been suggestions made in the past, but many of them do not reach the devs pr are shot down by players that either are too new to experience the burnout or benefit largely from the system, and therefore would resist any change whatsoever.
    (1)

  3. #53
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,447
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Tint View Post
    even the raid scene got disappointed with 3.0.
    HW nearly wiped out raiding and the recovery is slow due to many people just outright quitting over it. I hope that they spend more time with the new raids or they will probably loose me as well.
    (2)

  4. #54
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    What is this "massive tome grind" people keep going on about, anyway? Doing an expert dungeon five days a week to have the maximum number of top-end tomestones is not a "massive grind." The weekly cap is a time sink, and that's not likely to be removed from the system. And even if they raised or removed the tomestone cap, how does changing the system to something else improve it, exactly? I like having a system where everything I do matters, and where I can gear up without going out of my way just to get gear. Plus, having a higher cap or none would make it an actual "massive grind."

    Quote Originally Posted by ADVSS View Post
    how about none of that/ how about the relic starts at 70, not 6 months after release in case some of us didnt want to lose friends to an overtuned raid, which showed up a month after release, how about if youre going to change how skills like lustrate work for the expansion, how about you change the vit/str changes for tank jobs before we get half a year invested into a meta then everything changes. to make 1 tank role. a little better how about you keep the 900 weekly maximum, since most everybody WAS encouraged to level different roles and jobs to be able to gear more than one per patch cycke, how about any of these things they just dont do? A little different, a little sensible, hell a little less annoying and maybe stop saying "its ok to unsub after content gets boring, esp you guys you raiders, come back in half a year when we come out with something you care about" how about not doing all of that? Thats different, thats been requested and as far as i know, most everyone would be fine with something "not what they keep doing" which means its "something different" how about they just do that? that would probably work leagues over what weve been through for 4 years and im pretty sure we all want those things
    So your complaints are that they improved things, but the specific time frame was inconvenient for you? Is your suggestion therefore "work faster"? Also, do you really think a 900-tome cap at the start of the expansion is going to encourage people to level different roles? After they've fully geared up their first role in 6 weeks instead of double that, sure. The only reason it encouraged people right now is because they've already geared up their main role.
    (1)
    Last edited by Talraen; 04-27-2017 at 10:50 PM.

  5. #55
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Id really like to know what kinda changes you guys want exactly, Ive almost played a year now like what exactly do you guys expect the thing about it is many people cut themselves short. Many people tons dont raid , tons of people dont even do extreme trails, tons of people dont craft or gather. So its not that the content isnt there its that the majority of playes pick one thing and just stop there, is it se fault that people dont tank, or that people dont heal. Is it their fault that nobody wants to step out of their own comfort zone I would think not, but sure lets blame them its content their people just dont play it like they could.
    (1)

  6. #56
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Ririta View Post
    Constructive feedback means pointing out flaws, not offering solutions. Stop being obtuse, you don't go to a doctor and tell him how to cure your pain.
    Without any constructive criticism though, the devs can only guess what will appeal to us. Case in point: Diadem. If all people did was scream how boring it was, well... fun is entirely subjective. They could do any number of things yet have no way of knowing whether it'll appeal.
    (1)

  7. #57
    Player
    Vexander's Avatar
    Join Date
    Apr 2015
    Location
    Sharlyan
    Posts
    1,290
    Character
    Rin Black
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Ririta View Post
    Constructive feedback means pointing out flaws, not offering solutions. Stop being obtuse, you don't go to a doctor and tell him how to cure your pain.
    No, that's constructive criticism, not constructive feedback.

    Constructive feedback is, "I find this unenjoyable because <reason>, but I believe I would enjoy it more if <suggestion>."

    As an example, "I find tomestones unenjoyable because the cap is too low for me to satisfactorily gear second jobs before new gear comes along. I believe I would enjoy it more if the tomestone cap was doubled (900) so that I would have a better chance at gearing a second job."

    Then, if you REALLY want to try and show your feedback is well-thought you, you would add an additional statement such as, "I believe this would be beneficial to the community as a whole, because once players can gear up more than one job before new tome gear comes out, they'll be encouraged to try more jobs, which may include multiple roles such as tanking and healing, which we sorely lack."

    But no, you don't see a whole lot of that these days. All you see is, "OH MY GOD, STORMBLOOD IS GOING TO BE THE SAME OLD TOMESTONE GRIND, GIVE ME SOMETHING DIFFERENT!"
    (1)

  8. #58
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Vexander View Post
    No, that's constructive criticism, not constructive feedback.

    Constructive feedback is, "I find this unenjoyable because <reason>, but I believe I would enjoy it more if <suggestion>."

    As an example, "I find tomestones unenjoyable because the cap is too low for me to satisfactorily gear second jobs before new gear comes along. I believe I would enjoy it more if the tomestone cap was doubled (900) so that I would have a better chance at gearing a second job."

    Then, if you REALLY want to try and show your feedback is well-thought you, you would add an additional statement such as, "I believe this would be beneficial to the community as a whole, because once players can gear up more than one job before new tome gear comes out, they'll be encouraged to try more jobs, which may include multiple roles such as tanking and healing, which we sorely lack."

    But no, you don't see a whole lot of that these days. All you see is, "OH MY GOD, STORMBLOOD IS GOING TO BE THE SAME OLD TOMESTONE GRIND, GIVE ME SOMETHING DIFFERENT!"
    In all fairness, people have suggested that, and other people (like me) have argued against it. People will rightly point out that the suggestions they do make often get shot down by the community. But... I think that's because those suggestions are bad. That's why I want specifics: I don't think the game is "broken" so I don't want to communicate to the devs that they should "fix" it. And most of the specific suggestions I see are things I would absolutely hate, and I want to be able to specifically argue against them.

    There have been some good suggestions in the past. While I think permanently doubling the tomestone cap is a bad idea (for a variety of reasons I've talked about elsewhere), a system that limits you by job or role instead of by number could work well. A few good ones have been proposed in the past. Because those solutions address the problem people say they want fixed (not being able to gear up multiple jobs) without doubling the gear rate and requiring far more grinding, which would be the primary effect of doubling the tomestone cap.
    (1)
    Last edited by Talraen; 04-28-2017 at 12:20 AM.

  9. #59
    Player
    Vexander's Avatar
    Join Date
    Apr 2015
    Location
    Sharlyan
    Posts
    1,290
    Character
    Rin Black
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Talraen View Post
    In all fairness, people have suggested that, and other people (like me) have argued against it. People will rightly point out that the suggestions they do make often get shot down by the community. But... I think that's because those suggestions are bad. That's why I want specifics: I don't think the game is "broken" so I don't want to communicate to the devs that they should "fix" it. And most of the specific suggestions I see are things I would absolutely hate, and I want to be able to specifically argue against them.
    Everyone is free to have an opinion. I'm pretty happy with the way the game is going to be honest. For me when it comes to gearing a second job I usually wait until the new tomestone gear is released anyway, and gear them in the previous set since it's still good enough to be doing current content in, and I can upgrade it with raid drops. Not that I really, 'Raid,' in the traditional sense I suppose. I don't do Savage or Extreme content. I don't PvP either. I don't do much crafting. I like collecting things like transmog appearances, pets, and the likes, and leveling jobs for no other reason than because I can. The game gives me plenty as is.
    (0)

  10. #60
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by bswpayton View Post
    Id really like to know what kinda changes you guys want exactly
    These are my own personal improvements.

    - Apply the overall design philosophy from PotD to dungeons and expand upon it; necessitate priority mobs DPS need to focus down, the potential for mobs to break aggro, thus preventing tanks from just spamming Overpower/Abyssal Drain to easily maintain hate. Continuing along these lines, each dungeon has multiple pathways that are randomly generated per instanced. This attempts to keep the design fresh longer since it wouldn't be the exact same hallway for three months.

    - Increase heal checks by a noticeable margin. Healer DPS should be a rewarded for experienced players, not something you do because you're downright useless otherwise. Obviously, the severity of these checks range based on content level.

    - Consider changing the tomestone restriction to a per job basis. Therefore, you can gear multiple jobs at once but progression remains limited enough to prevent farming everything within a few weeks.

    - Include a third tier difficulty for raiders meant solely for challenge purposes. These can be any fight currently in the game, albeit buffed to exceptionally high levels.

    - Add a twelve forsaken-glamour log. Seriously.

    - Overhaul Crafter Specialists to simply be a higher stat increase (more so than now) and unlock all cross skill abilities regardless of those jobs' respective level; scrap recipe restrictions and red scrips.

    - Scale open world hunts according to player participation. Each interval of eight new players registering attacks increases the boss' stats/recovers HP to accommodate. Perhaps tie hunts to our relic progression in some capacity for more incentive.

    - Allow for more varied and consistent ways of progressing said relic. If initiated early, the light step actually has potential, albeit with some restrictions to discourage farming one practically piece of content.

    - Introduce more varied stats like Mastery from WoW. And for the love of the twelve, clearly label precisely how they contribute to your overall damage/healing potency/aggro management/whatever. Some examples being skill speed having a more meaningful impact, possible ways to adjust TP or resistances. Put another way, give us some sort of decides that do not always boil down to "Crit > Det/Spell Speed.

    - Allow players to queue under multiple roles with the caveat being you may potentially be forced onto a role should other players queue on a single job. An example being, I queue as both a DPS and healer. If no one else queues as a healer when the dungeon pops, I am automatically switched to whatever healer I registered once we load into the instance.
    ----

    Could probably cover a few more, but those are some off the cuff ideas.
    (5)
    Last edited by Bourne_Endeavor; 04-28-2017 at 12:42 AM.

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