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  1. #71
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lannden View Post
    After taking a short sojourn back to WoW for the new expansion and seeing how bad things could be, I actually have a difficult time really complaining about the FFXIV dev team. My one major complaint is one that I have had since HW and others in this thread have mentioned as well, I wish the team would step out of their comfort zone.
    This is a large part of what brought me back tbh. I'll probably start WoW back up eventually, but for now all I really feel is disappointment. I too am enjoying FF XIV, but there's nothing wrong with enjoying a game and being critical of it and/or the devs at the same time.
    (0)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  2. #72
    Player
    Annah's Avatar
    Join Date
    Sep 2013
    Posts
    529
    Character
    Annah Gynnterais
    World
    Brynhildr
    Main Class
    White Mage Lv 80
    Quote Originally Posted by SerLuke View Post
    I realize FFXIV is not a perfect game/MMORPG... but I think its a pretty darn fun one. I'm not a super savage hardcore harder, I'm probably towards casual/light mid-core spectrum of things so my opinion might not mater much here, but I think the devs do a pretty good job. I appreciate the story and lore of FFXIV, I love going into a fun environment where I can jump into dungeons with my friends and chat and play for a while without hours of waiting around(I played FFXI back in the day) and I love the wonderful music Soken and Uematsu have composed for the game.

    But going from a lot of posts I read it seems like the developers aren't looked very highly upon because the game sometimes has issues(like the recent DDOS attacks), people not liking Eureka, etc, but for me it seems the dev team has done way more good than bad though the posts I read seem to portray them as incompetent and people that should be replaced which doesn't seem right to me, can someone help me understand this?
    For me, the simplest solution is to not visit the forums. I only visit it about two or three times a year (i started this practice last year and it was a godsend for me). These forums are toxic. Go to other areas where there are good constructive criticisms, ideas, and conversations about the state of the game. Speakers of Hydealen on twitch is great, podcasts, dev interviews, etc

    Don't hang out here. It's bad for your health
    (0)

  3. #73
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by HyoMinPark View Post
    because FFXIV is the only MMO I have ever played
    As someone who has played a couple dozen MMOs by this point, I can say that the issue facing FFXIV with stagnation in design is something all the MMOs that I've played (that stick around, anyway) have faced...

    And it may be a fairly fatalistic view point, but I've yet to see an MMO really solve it.

    People often cite WoW when talking innovation and such, but I've been playing that game off and on for over 12 years now...and you'd be surprised by how much of the "innovations" are just new coats of paint on the same old design.

    Case in point - World Quests. Those are the daily quests the game has had since Burning Crusade (which launched in 2007), which are themselves a variation (once a day, higher individual payout per quest) on the repeatable quests that have been in the game since Vanilla. The big difference? They show up on the map and don't require that you talk to an NPC to begin and end it.

    Gear drops from bosses drops went from RNG from the boss, to a mix of that and tokens, to a mix of that and gold, back to RNG from the boss (but you don't compete against others for it now, and there's additional RNG baked in...oh joy....). And now they're adding a token currency again. Round and round we go with the same old and a new coat of paint.

    Artifacts are talents attached to a weapon, and now attached to one of three pieces of armor.

    The point is, innovation rarely happens after the game has launched. It's not easy to do, and games that supposedly do it aren't doing it as much as people tend to think.

    BUT...

    New coats of shiny paint are fun (usually), so we tend to view additions of that kind in a favorable light and they seem like a bigger change than they actually are.

    Once I started seeing these kinds of patterns, my expectations of dev teams shifted from wanting major innovation (which doesn't happen often and tends to fail in spectacular fashion as often as it succeeds, if not more frequently) to delivering consistency of a certain percentage of the things I already know I enjoy. I welcome innovation when it's good and adds to the game (rarely, if ever, if the "innovation" removes elements, as has been the case lately with WoW), but I've stopped expecting it from games that have already launched.
    (1)
    Last edited by Berethos; 11-02-2018 at 06:33 AM.

  4. #74
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Berethos View Post
    The point is, innovation rarely happens after the game has launched. It's not easy to do, and games that supposedly do it aren't doing it as much as people tend to think.
    For the most part I agree. However, sometimes relatively small changes can have tremendous repercussions or advantages.

    Sometimes even mere reward scaling, small decision by small decision, can allow for a feeling of freedom and connectivity that one would never have expected to receive from something so minor until everything fits just right.

    Or, to take some of the WoW examples, the technology of Artifact Weapons was indeed only the smallest addition. But, the fact that the rate of talents was now linked to something other than leveling, that you could see mechanical rewards from gear (more specifically AP) progression, and that the leveling experience had paths of growth rather than truly mutually exclusive growth decisions all heavily differed the experience from the norm. In a time where talents signalled choice and a memory of progression (when talents were level by level), in an expansion aiming to be the best since WotLK (again, where talents were level by level), it provided rapid increments of growth to or addition of potentially gameplay-affecting traits, and then allowed for an RNG-less weapon value progression when players were otherwise getting ticked with RNG too largely determining their gear progression. It was a small change, technologically, but it couldn't have been better timed; it made itself out as a centerpiece to the expansion, and despite certain issues (alt-exclusion, etc.), it succeeded as such.

    The addition of Dailies and later Objective Zones and finally World Quests was much the same. Technologically, they gave virtually nothing. But, in their effect on the player experience, they gave an excuse to create fun little gimmick quests or even just quests to grind out skinning or stick around a beloved zone a little longer and to check back later; places to grind out a bit more efficient experience if aligned in quest progress with a friend but behind in character level; places to revisit to keep the open world regularly, almost anywhere and everywhere, to at least protect some small form of relevance.

    It's true that they're not technological innovations of note. The transmog system likely required more to make or to later revamp than the frameworks of all those things put together. But, they were incredibly efficient determiners of player experience, similar to a change in broad quest design philosophy that results in more attractive questing (i.e. to give a real feeling of aesthetic not just graphically but through the urgency, tightness of space, types of quests, etc., to a given region), or a rebalance of a racial that was previously so weak that people wouldn't play it despite the attractive lore and model: little technical development time that nonetheless reaps big rewards.

    Yet, we rarely see even that in XIV. So many of the design gestures are just that -- gestures. There's no determinable drive behind them, and therefore, if any lessons are being learned -- which seems unlikely, as it seems unlikely anything was purposeful enough to be learned from significantly -- we are not reaping the rewards of those lessons enough to notice. Technologically, there's little difference between same-location FATE chains and GW2 Dynamic Events. Yet, the prior is generally considered stagnant and the latter much more varied and immersive. Even with the tech, the basic ideas seem to go unnoticed, untested, and without improved understanding.
    (1)

  5. #75
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Berethos View Post
    People often cite WoW when talking innovation and such, but I've been playing that game off and on for over 12 years now...and you'd be surprised by how much of the "innovations" are just new coats of paint on the same old design.
    Which is why people are leaving BfA in droves. They've realized Blizzard is putting forth very little effort in improving the game and breaking the things that worked to make things take longer.
    (2)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  6. #76
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Deceptus View Post
    Which is why people are leaving BfA in droves. They've realized Blizzard is putting forth very little effort in improving the game and breaking the things that worked to make things take longer.
    Yeah. I mean, for awhile the game was solid. Starting with Cataclysm though they sorta went with bad expansion > good expansion (MoP, god I loved MoP) > bad expansion > good expansion...and here we are with BfA. While it looked promising I know even my friends who are hardcore WoW fans like I am were fed up with the game currently. It looks like they're trying to salvage it though based on the PTR additions, but...I hope it's not too little too late. It has just been one letdown after another. As far as both WoW and FF XIV are concerned, there's very little difference in the mentality of either the devs or the companies currently. Though in Blizzard's defense, they aren't afraid to pump money into the game if things get real ugly. SE doesn't seem to care one way or the other. And that makes me sad.
    (1)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  7. #77
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,278
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Snip
    I agree with everything other than the Artifact weapon it may have been small to add but a lot of classes lost so much in BFA and alot of them don't function properly now and Blizzard is trying to fix them with Azurite Traits but it's created a problem with 3 imbalances. 1st one is that PvE Azurite traits are too strong, 2nd it overshadows the PvP traits which no one takes, 3rd the way of gearing up to get the trais are ass backwards as you can only get them from top tier raiding and left Mythic+ in the dust. Basically you run old dungeons and hope for an ilvl boost and do world quests which is the worst way: RNG which makes the Azurite system backwards compared to the Artifact Weapon route as I felt it was quite well done but I knew after the xpac they'd be getting rid of it which caused all these issues.

    With this being said I wouldn't be opposed to XIV doing a Artifact Weapon/Relic Weapon for 5.0 where the weapon grows with you and you get abilities from a tree and grow but I know that it won't happen as they already said XIV wanted to be as far away as possible from talent trees. That and Mythic+ are the big things I want for the next expansion I feel that Mythic+ is a great system that provides great rewards and benefits as well as a challenge that lasts vs 2 new dungeons every odd patch but that's just me.
    (1)

  8. #78
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Shurrikhan View Post
    For the most part I agree. However, sometimes relatively small changes can have tremendous repercussions or advantages.

    Sometimes even mere reward scaling, small decision by small decision, can allow for a feeling of freedom and connectivity that one would never have expected to receive from something so minor until everything fits just right.
    How much of that "working" was intentional innovation versus stumbling on a formula that worked, I wonder?

    Considering how much of that was tossed for BfA, I'm not confident it was the former.
    (0)

  9. #79
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Awful View Post
    I agree with everything other than the Artifact weapon it may have been small to add but a lot of classes lost so much in BFA and alot of them don't function properly now and Blizzard is trying to fix them with Azurite Traits but it's created a problem with 3 imbalances. 1st one is that PvE Azurite traits are too strong, 2nd it overshadows the PvP traits which no one takes, 3rd the way of gearing up to get the trais are ass backwards as you can only get them from top tier raiding and left Mythic+ in the dust. Basically you run old dungeons and hope for an ilvl boost and do world quests which is the worst way: RNG which makes the Azurite system backwards compared to the Artifact Weapon route as I felt it was quite well done but I knew after the xpac they'd be getting rid of it which caused all these issues.

    With this being said I wouldn't be opposed to XIV doing a Artifact Weapon/Relic Weapon for 5.0 where the weapon grows with you and you get abilities from a tree and grow but I know that it won't happen as they already said XIV wanted to be as far away as possible from talent trees. That and Mythic+ are the big things I want for the next expansion I feel that Mythic+ is a great system that provides great rewards and benefits as well as a challenge that lasts vs 2 new dungeons every odd patch but that's just me.
    There's virtually nothing I can say in defense of Azerite Armor. Any of the alleged advantages could have been provided more effectively, efficiently, and easily without that system. It's been a ton of extra resources, and yet none of it led to a better gameplay result. So far the only truly positive change has universal allocation of AP (not having to choose which weapon to spend AP on, and thus filling your bags with AP items in the meantime), but even that was countered by needing 15+ pieces of gear to swap per spec and potentially per fight.

    Tons of technical time. Tons of complaints. I just hope the XIV devs don't follow BfA's lead in that regard, or blame system development for the blatant issues with that system (each fundamental and irrelevant to moving the granular, little-to-no-RNG progression from the weapon slot to 3 pieces of armor + necklace).

    Quote Originally Posted by Berethos View Post
    How much of that "working" was intentional innovation versus stumbling on a formula that worked, I wonder?

    Considering how much of that was tossed for BfA, I'm not confident it was the former.
    My reference was to the few times reward systems seemed to sync up historically -- i.e. between Vanilla and BfA -- not just on BfA itself. And I imagine it was mostly just a lot of guesswork that rarely someone made a better (informed) guess as a result of.
    (0)

  10. #80
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Most games aren't even worth complaining about. That people feel inspired to complain about this one is somewhat a good sign, they want to see it improve. But calling the dev team stupid or lazy is greatly underestimating how hard game development is. There would be more games with very frequent large-scale content patches if it was possible to achieve this level of output while being lazy and dumb.
    (1)

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