Firstly, I love holy trinity games. I want to make that clear up front.
Secondly, this is your opinion. You cannot say that holy trinity games are objectively worse/better than other alternatives like you did above.
Blade and Soul was a game that did not use the holy trinity, and was hands down the most fun MMO I personally have every played. The poor optimization and focusing way too hard on the cash shop ruined the game IMO. That game required infinitely more skill than any of the savage content I've done in FF14.
Cross class stuff pre-rework was garbage and they managed to make an awful system, equally as awful. They should honestly scrap it entirely and bake the effects into existing abilities and tune encounters accordingly.
Dungeons haven't really improved. In fact I'd argue they've gotten worse IMO. We had fantastic places that offered meaningful challenges get nerfed because they asked an iota of effort from players.Dungeons: They have made them more appealing and less of a grind to an extend. Before people use to take almost an hour with the exception of main dungeons which cant take over 60 min to complete. How did it change? Dungeons should not take more than 20 min, if anything they can be done in 10 min with proper set up and if well gear. Do to feed back they made it so one of the main dungeons CS can't be skipped. ( The Praetorium ) use to be able to run it and clear it in under 20 minutes, now can take 60+, what did SE do raised the xp and tomes to compensate. Keep in mind this is old content. While I understand everyone pays, most should not suffer. Again people are not satisfied which is my point. Some new dungeons also helped test mechanics, included voices, made to make people learn mechanics which to my surprise many still can't learn the basic. Either do to ignorance, they expect to be carried, or blinded by having over gear thinking they can by pass by pure zerg methods. Yes some can be but not all. People are still ignorant.
You go on about how people "can't learn the basics", and blame the player, when the content designed literally doesn't demand the basics.
So to be clear, you think the current Materia system is well designed and interesting? You think it's been improved upon since 2.0 in any fashion that deserves merit?Gear Let see Materia, over melding, and now AF gear with guarantee 5 slot melding, Relic weapons that have come alive ( Anima ), PvP gear, glamour, ...yeah I'm sure nothing has changed. This one of the reasons why I even doubt some of your remarks. To me it seems you have not really explored all of the aspects of this game.
It hasn't. In fact, the implementation of Materia is probably one of the most criminal things FF14 has done with respect to source material. Materia is both boring and needlessly complex, not what I would consider good design. Don't even get me started on overmelding. Find me a single person who thinks it's a fun, or good process or changes their gameplay in a meaningful manner. If Materia had synergy with itself MAYBE the additional slots of AF gear would matter, but binary stat sticks aren't relevant enough to qualify.
It's clear they were blind. We have the evidence because they boosted other competing avenues. Had they thoroughly tested the NM train (which honestly, any junior tester could have identified it as a valid test script) they'd have seen the issue and either boosted mob farming prior to release or nerfed NMs.With this comment you have really lost credibility. First of FATE TRAINS have been around long before Eureka, or Diadem. So I doubt that they were blind to the idea of that happening. It's common sense that it would have been used in Eureka. Low exp, yet high xp on fates. Fate Trains are made by players not SE, even now people that afk during FATE Trains, it's not an SE issue. It's the player community decision to keep them in parties. Regardless SE made that inactivity rule and closed instance to try and please people based on feed back. Learned from FFXI about burn parties and for saw this happening. It's nothing new here or in many other games. If you can't piece this together from these sentences there really is no point in even debating.
Then you have stuff like not having the ability to turn in boxes in bulk (seriously? who tested this?)
Why would they design it for 144 people, knowing full well their engine doesn't handle that well? That to me shows a complete lack of leadership in the content development pipeline.
That's not even getting into the actual gameplay of Eureka, just genuinely not being that much fun IMO. I don't really consider FATEs fun, nor do I consider grinding world mobs who don't fight back fun. Maybe if the elements actually mattered or were anything other binary if/then statements; or external elements had any impact on enemy AI/behavior or mechanics, etc.
I'm a business systems analyst by trade. I have programming, systems, and business knowledge abound. It's not about trying to please everyone. It's about simply making the best content form you can. I personally don't think they hit that mark. I think they're afraid to deviate from their established template because it results in content like Eureka. A untested mess of competing methodologies that was delayed.To finish with this , unless your a programmer, have some knowledge in business, you will only keep a narrow perspective of what you consider to be reality. Your perception, reality, simple. However, the reality is that SE is running a business, it has made many attempts to please everyone on the spectrum running from sprouts to veterans. Will they ever find middle ground, unlikely. Have you ever competed in their contest for designing gear? It's a way that they reach to us to get ideas of what a gamer want to see. Did you happen to see the upcoming video for 4.3? lots of feed back is being answered there. IF you step back and look at the big picture they are working smart not hard.



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