What's incorrect?Right now, there is content inequality. To paraphrase a modern movement's slogan.
"99% of FFXIVs content is consumed by 1% of the classes!"
Of course, that's hyperbole. In actuality it's probably more a 75%-25% split. But nonetheless, there are 7 combat classes versus 11 crafter and gatherer classes.
But again, going back to the polls, not only did we tell Producer/Director Yoshida that we spend more time fighting than crafting or gathering, most of us told him we would rather fight than craft or gather ... especially in party situations.
Once again, we told Producer/Director Yoshida to do this. We said concentrate of the battle system and combat content. It's not reasonable to be angry at someone who is doing what we told them to do. The anger is misdirected. If we should be displeased or angry at anyone, we should be displeased and angry at ourselves as a community for providing incorrect information to Producer/Director Yoshida when he asked for it.
Crafting is boring and sucks... I'd wager 80% of people bot
Gathering is boring but you can wear funny hats... I'd wager 90% of Fishers bot.



Housing sounds awesome. I could use some Animal Crossing in my FFXIV.
Also if the gardening is anything like gardening in MonHun, this will be great.

seems like disciples of the Hand have some upcoming content for housing, ship and airhsip building, which is great. Gatherers could use some innovative content. Also, Land and Hand class specific eq would be awesome. ex: weaver only eq, miner only eq. i think that would give land and hand disciples alil extra something huh
great job Yoshi-P and team, keep it moving


Nice information there bay, and maybe finally we can stop the comments about doing all content as any class.
But But what about the immersion... jk lol
Personnaly I wanna make my airship in my shed, all the greatest inventons came from sheds.
If you want to make it so that we all have this major story that can unfold while we are playing you could make an entirely new storyline for DOL and DOH. This way each main story could be completely focused the type of class that is being used and would revolve around things that would be relevant to them. It's still a lot of work but it is far cheaper then the split branch solution and still gives everyone a epic story to do. You could even take it one step further and have what you mentioned later in your breakdown which would be additional sub content where if a player was to proceed so far in each main story they would unlock new subquests for each type of class that would present even more in-depth knowledge about the world.In order to create this uniqueness, the thought of "why not just make one large story with multiple points of view for every class" might come to mind, but the problem with this is of course not only the costs associated with it, but also the large amount of restrictions it places on the content.
A solution to all of these could be created by having traps in the room that can be activated by DoL/DoH. Ex. A chandelier hangs by a rope above a group of monster a botanist would be able to cut the rope holding it up so it falls onto said monster if the DoW/M classes moved them underneath it.Battle classes would need to save a spot for a class with no battle proficiency (Stressful)
Disciples of the Land and Hand will be bored during battles (Stressful)
Battle balance would be off if we made Disciples of the Land and Hand count as party members (Stressful)
That's a one time thing but I'm sure you could think up repeatables that would give DoL/DoH some sort of dmg dealing capabilities without necessarily giving them direct abilities to do so where they would be required to use there class actions to do it.


This is a very good point, and I see a parallel with "sentinel" as it is currently implemented.I really wish the crafting and gathering classes were, instead, just a skill subset that you leveled up on your character. It just feels boring and pointless to me to have all these "classes" that I leveled that have no uniqueness to them, no abilities, and what skills you do acquire are often renamed duplicates off one another. I hate having to completely change my class, be forced stripped naked, just to hit one node, or repair one earring, and then have to switch back and regear. But if a mob is about to strike me dead, I can't change classes and clear them lol. It's frustrating. Even all the minigames are completely the same. Having 2 types of nodes that require 2 different tools is sort of dumb to me too, I feel like it was thrown in there to having an excuse for someone to use the otherwise neglected subweapon gear slot.
What I'd love to see happen would be that the gathering or crafting tool was something equipped in the subweapon slot or something similar and didn't change your class from say, a 50 marauder to a 20 weaver. But if you had the weaving tool in that slot you could repair your gear and earn skill exp for weaving without class change. Or, like his example, you'd be able to craft the needed key with a goldsmith tool equipped in subslot, but not drag your party down because you're still the level 50 battle class.
Equipping a shield basically gives you access to an additional set of abilities, but you remain the same class. Why not do the same with tools?
Obviously if you aim at being competent at crafting you will need to equip your crafting gear. But you would not need to if you just want to perform a repair or get to a gathering spot, the same way you would not need your whole battle gear to get rid of a single aggro, or at least survive when fleeing.
Last edited by northernsky; 11-11-2011 at 04:59 AM.
Thank you for the timely english translation of his lengthy post. Its as if you all are picking up on what it means to publish information globally without alienating the english players.
+1 for SquareEnix PR.



DoW/M act in the exact same capacity as Gatherers. They obtain items for crafters to use to make items for EVERYONE. Crafters don't just make things for Combat classes. They make items for everyone. DoW support DoL/H by obtaining items that can only be aquired through fighting. There ability to fight is not relevant to story progression. There are ways to impliment quests and activities that do not require combat. DoW/M are not more nessisary in this game than any other class.DoW and DoM do nothing to help you. They give you money, thats their part in this "harmony". If not DoM and DoW, you exist to make your Company's houses better or your ships more robust. Your whole point in this game is to support everyone else.
There is no other justification for their existence, not in a fantasy world nor in real life. That's what you do! That's what you've been created to do. If you don't find it engaging, then goddamn it son. Don't do it.
Someone sighted the fact that the Player Pole said that people want the Dev team to Focus only on DoW/M and that they wanted to play DoL alone. This pole was not set up in a sufficient manner for you to draw those conclusions. People were forced to pick one option. Picking DoW/M was most common because it was the most broken. That is no longer the case. A new player pole, which we have been in serious need of, would show very different results now.
The number pointing to people playing DoL alone only goes to show that the game was biasedly forcing players to do so. There was no way to do it in a group, so players did it alone. If there were any Group DoL mechanics you would see people doing DoL in groups. That I can guarantee.

Formerly Rounnin Tiankeris of Kashuan; reborn as Yongdi Washou of Hyperion.
May we continue to walk in the light of the crystal and restore Eorzea to its former glory.
http://lodestone.finalfantasyxiv.com/rc/character/top?cicuid=12044635
http://na.finalfantasyxiv.com/lodestone/character/997521/
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