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  1. #1
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Accessibility and Diversity.

    We like to cry foul of 'balance' but the reality is that when we talk balance, it's almost always just a numbers issue, and we know that SE balances around the average of the lower end than it does around the average of the higher end. Number issues are easily solved by just scaling things up or down.

    Diversity, however, is what makes playing different jobs exciting. Seeing the game through a different lens, seeing the problems and solutions an individual job is privy to, and having that widen your scope of the game.

    Accessibility is a mixed bag. Almost all the complexity in the game is in clearly marked content, Normal - Hard - Extreme - Savage - Ultimate. However, it is better for content to be widely accessible as opposed to not - The gaming community will always find ways to add more challenge to content no matter how "easy" it is. That said, the game could use some more initial complexity with its jobs. Some more crunchy feedback for when you do things wrong and right. (RE: Tornado Kick Monk) As it currently stands, since Stormblood, you can generally hit about 80-85% of a job's maximum output with basic understanding of overall game knowledge.
    (7)

  2. #2
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kabooa View Post
    Accessibility and Diversity.

    We like to cry foul of 'balance' but the reality is that when we talk balance, it's almost always just a numbers issue, and we know that SE balances around the average of the lower end than it does around the average of the higher end. Number issues are easily solved by just scaling things up or down.

    Diversity, however, is what makes playing different jobs exciting. Seeing the game through a different lens, seeing the problems and solutions an individual job is privy to, and having that widen your scope of the game.

    Accessibility is a mixed bag. Almost all the complexity in the game is in clearly marked content, Normal - Hard - Extreme - Savage - Ultimate. However, it is better for content to be widely accessible as opposed to not - The gaming community will always find ways to add more challenge to content no matter how "easy" it is. That said, the game could use some more initial complexity with its jobs. Some more crunchy feedback for when you do things wrong and right. (RE: Tornado Kick Monk) As it currently stands, since Stormblood, you can generally hit about 80-85% of a job's maximum output with basic understanding of overall game knowledge.
    I pretty much agree with this, Balance tends to just be a numbers issue and that can be tweaked. Accessibility and Diversity are job design specific and are much harder to determine once we reach a certain threshold of options available. In order for true diversity to take place, the content in the game would need to shift from it's dps heavy metagame. Until this happens, everything is largely better off similar but with added flavor much like tanks. The problem isn't completely with the jobs, it extends to the content too
    (1)