Quote Originally Posted by CStrife912 View Post
I mean hyperbole at its finest to be honest, I am very much going to be round for 7.0 because it will be crucial to see how they handle a new story etc without current plot threads to tie up. I will be one to give it a chance especially with the visual overhaul etc.
So glad you understood that it was a hyperbole. Man you must have taken an english class before.

Quote Originally Posted by Chawan View Post
I personally would prefer less buttons to push. lol I think they could prune a lot of class buttons. When class buttons moves beyond the two default action bars, it is too much imo. I am the type of person though that like things to just be fun and simple. Not necessarily overly easy I guess but easy to understand wtf is happening and why, and what i need to do. More buttons does not necessarily mean more complex or more difficult.. it just means clutter imo.. adding difficulty or complexity by adding buttons it is more artificial imo..

Also you got to think most players might not play like you do. Maybe they have some data somewhere that tells them that the average player is not at the play level as people like yourself. Usually these game companies tend to cater to the people in which gives them the most money. That is usually the normies/ casual players, cause they move through the content slower and thus have higher potential to give them money for longer periods of time and there are more of them... So I would imagine that , those are the types of people that will be catered to most often.
So it could honestly be set up that ffxiv is not a game built with people who are decently good at games in mind..
I don't like a lot of buttons either, but there is a difference between condensing buttons and removing skills. The dev team have clearly shown they have the ability to condense the number of buttons, but for some reason have chosen not to for many classes. When there is a method to reduce buttons, and a skill is removed due to button bloat, that is where players start asking why is this happening.

Now are far as all those buttons go, yes for some one that is going to stay in more casual content sure you won't need some of those buttons. You have the option to remove those from your bar. How ever some of those buttons are more utilized in higher end content than casual.


To your second point, there is nothing wrong with catering to a larger demographic of the game, business wise it's a smart decision. How ever when you cater to much on one aspect then you begin to neglect another aspect, which is where the problem lies. There has to be a balance in a game like this, and the balance is shifting to far one direction which causes groups of players to become alienated, who will eventually just quit. As much as the player base believes the larger portion is casual, based on the current census, it is pretty balanced over all. Some data centers are far more casuals then others but over all I would put the game at around a 60 / 40 split leaning towards casuals. It really sucks for the devs to maintain that balance, probably not an easy thing to do. How ever I think they currently not doing a great job at it, as there is less casual content with longevity than there is harder content, which brings me back into the whole idea where I think the game generally needs more content over all.

Quote Originally Posted by Broken_Wind View Post
Complexity in rotations for the sake of complexity and artificial challenge is bad game design, in general.
However some people enjoy it anyway, and when you have as many classes as we have now there should be an option for it

They really need to focus more on class identity though. Thats the bigger issue, is that a lot of it is being removed

I also think they should have more variety with dungeons. Set piece dungeons are cool, but I actually prefer some of the ARR dungeons where you weren't just supposed to pull wall to wall.
I actually like that AV first room a lot for example. My issue with AV is aesthetics (its a cool design but unpleasant to me), but content wise its one of the better dungeons they've done.

Its also overkill with telegraphs. I enjoy the cyclops bosses that dont have ground telegraphs, but instead have mob animation ones. Like Halatali hard. I need to focus on the enemy itself, not the floor. The enemies like the Stone Vigil hard bosses as well.

Also, I feel we need a bit more unpredictability. Let us have to adapt more.
This I can agree with, I think having classes that are more complicated than others is fine. Look at BLM, the only reason it has not been completely ruined is because Yoshi P actually tests that himself. And it plays smooth, has a complexity to master that allows you to improve your game play over time, and a unique identity. Then you have summoner which is very easy to master, not to complicated, and has an identity of being a summoner.(sorry pre 6.0 summoners). I think these sort of things work both for players that want to solo and group for hard core content. That being said though, I do think every class should have something to give you a ceiling and a floor but those ceilings and floors can vary. And if you don't actually feel you should improve at a game over time, then I do not think you actually play video games. There are no games that don't force you to improve over time to complete. Tamagotchi isn't a video game.