



I've seen people defend the pre-ShB MCH whose class mechanics made very little sense, Bowmage, and even advocate for making Carbuncle "the future of new SMN" despite the rework doing us the favor of untangling damage from disobedient pets. This place has got it all.
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This has nothing to do with defending systems, but people proposing methods and content that just trade-off one poorly designed system for another poorly designed system. Proposing systems that in arguably some cases detract from a multiplayer experience, simply because of their own preference with how they play the game, and does so through using the story element of the game, despite the very fact these systems could equally be designed through having a multi-tiered difficulty in the solo instances, or equally so having the base foresight to develop these and scale them at end-game as opposed to the endgame, because, you know, you can attach more replayability by doing that than you could be having it tied to the baser MSQ. Yes, I'm staring at the people that think trusts are a good approach for developing an extra difficulty tier.I've seen people defend the pre-ShB MCH whose class mechanics made very little sense, Bowmage, and even advocate for making Carbuncle "the future of new SMN" despite the rework doing us the favor of untangling damage from disobedient pets. This place has got it all.
But yes, you're right about one thing, the forums certainly have it all, doesn't it?
Feedback is good when the feedback is a well-thought-out and coherent solution when thought about logically, and not out of spite for pre-existing systems. Not that I disagree, but there is a point where solutions become so outlandish that it is counterintuitive for getting a point across. On the note of Xenos, wasn't he prior to that media tour temporarily banned for vulgar comments, if so, I'd think it'd be fair intuitive why he wasn't invited, at this point, it's just clowning around with needless conspiracies.
Last edited by Kaurhz; 04-10-2022 at 12:02 PM.
It is not and never will be our responsibility as paying costumers, the consumers, to deliver a 'well-thought-out and coherent solution' for the product we're consuming.Feedback is good when the feedback is a well-thought-out and coherent solution when thought about logically, and not out of spite for pre-existing systems. Not that I disagree, but there is a point where solutions become so outlandish that it is counterintuitive for getting a point across.
You are dumping the responsibility for the success of a product on the costumer.
If someone comes to me and wants a tailor-made dress to achieve a specific look it is my job and my responsibility to get all the data I need, to get the right fabric, to design a pattern that works and so on. And if the costumer is unhappy with the result, it is my responsibility to work with whatever feedback they are willing and able to provide as a person without any in-depth knowledge and make it work.
It is not their job to give me a design and pattern according to their vision. They pay me for doing it.
Feedback is feedback and not a spoonfed solution.
If someone says "I want more battle content with some longevity, preferably with different difficulty levels or scaling difficulty" it is the developers' job to find ways to make it work.
Not the costumers job to deliver a fleshed-out system that only needs to be coded. If there happens to be a costumer that is extremely good with such thing and maybe even has some firsthand experience with game developing and can provide a coherent solution that could be used with minor tweaks at best as it is, that's is a bonus an deserves respect but it is not our job.
A gaming company with many, many years of experience in RPGs should be able to work with feedback like "I liked this system that other game had, maybe withou issue X and Y but I liked the core system".
see I get this analogy. But the problem with using this in relation to something like FFXIV is that the game has more than one customer with various different needs and wants for what they want to consume out of the game.It is not and never will be our responsibility as paying costumers, the consumers, to deliver a 'well-thought-out and coherent solution' for the product we're consuming.
You are dumping the responsibility for the success of a product on the costumer.
If someone comes to me and wants a tailor-made dress to achieve a specific look it is my job and my responsibility to get all the data I need, to get the right fabric, to design a pattern that works and so on. And if the costumer is unhappy with the result, it is my responsibility to work with whatever feedback they are willing and able to provide as a person without any in-depth knowledge and make it work.
It is not their job to give me a design and pattern according to their vision. They pay me for doing it.
Feedback is feedback and not a spoonfed solution.
If someone says "I want more battle content with some longevity, preferably with different difficulty levels or scaling difficulty" it is the developers' job to find ways to make it work.
Not the costumers job to deliver a fleshed-out system that only needs to be coded. If there happens to be a costumer that is extremely good with such thing and maybe even has some firsthand experience with game developing and can provide a coherent solution that could be used with minor tweaks at best as it is, that's is a bonus an deserves respect but it is not our job.
A gaming company with many, many years of experience in RPGs should be able to work with feedback like "I liked this system that other game had, maybe withou issue X and Y but I liked the core system".
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