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  1. #34
    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 Ssmiley_Bjakkzz View Post
    well its simple just a different playstyle i would wish for the game and thats not what SE makes and some dont agree for and also for example whats up with gearing up and become strong when you anyways going on with synced down duties, i dont see the point in why that should be, well for those that say it would unbalance the game for other players, then why not lose the chain off the limit requirement party ups of 4-24 players and be able to go run for yourself or with someone than full party, theres unsynced yes but let that be accessable for how you wanna play they game, i pay for the sub for christ sake lol, let me play how i want my game than put in restrictions for you can do that and you cant do this.
    Simple said really. FFxiv needs a total re-makeover in my opinion, because its still a fun game envoirment atmosphere of pretty and lore, just system is so messed up.
    Because from a business perspective, this is financial suicide. If you can obtain i400 within the first week, almost everything becomes entirely invalidated. Normal mode, crafting gear, EX Primal weapons and 24 mans are all 100% worthless in terms of rewards. People will complete the content until they're bored, then unsubscribe for the next several months as there's literally no reason to keep playing.

    Limitations like tomestone current exist to ensure the game remains consistency active. There isn't a development team alive who can keep up with how quickly content is consumed.

    Quote Originally Posted by PyurBlue View Post
    PoTD/HoH don't provide enough variety as they are. I'm not asking SE to copy and paste those algorithms directly into dungeon generators, but to expand them into more capable content creation tools. Perhaps it wouldn't work as a fully automatic process, but could a random generator be setup to address some of the more tedious aspects of dungeon design? SE is better equipped to answer than question than I am, but if it is at all possible I'd like to encourage them to look into it. I'm not demanding something to exacting specifications, I'm no coder, and I don't run SE. It's more suggesting ideas and hoping that a few are viable.
    An algorithm simply cannot do what you're asking. Even with manual assistance, the devs couldn't create remotely assume content for how quickly it will be consumed. Normal mode raids, for example, are far too nuanced in design for a machine to automate the process, thus it must all be done manually. The current Alphascape tier likely took 3-4 months of development yet Normal mode lasted two hours at most and Savage lasts two to three months tops—weeks if you're in a hardcore group. So even in the most ideal of circumstances, Savage only lasts half the length of a full tier. And only for slower paced groups. Casual content—the bulk what most players partake—doesn't even have a twenty four hour life span. There is simply no way any development team regardless of their budget can keep up with how quickly players clear. Such is why we have limitations on progression.
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    Last edited by Bourne_Endeavor; 12-05-2018 at 05:06 AM.