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  1. #1
    Player
    Kes13a's Avatar
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    May 2020
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    Gridania
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    2,842
    Character
    Etherea Stormaire
    World
    Zalera
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    White Mage Lv 100
    given that people complain about the jobs now, some that they are too hard (likely boosters) and others that they are not hard enough, people not even wearing their job crystals etc... I cant see this working out or being implemented.

    interesting ideas, probably wouldnt break things TOO badly.. but pass. rather they fix what is out there now instead of shoehorning in 9 more jobs, thus diluting EVERYONES uniqueness because of skill "borrowing"
    (1)

  2. #2
    Player
    pikalovr's Avatar
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    Feb 2021
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    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Kes13a View Post
    given that people complain about the jobs now, some that they are too hard (likely boosters) and others that they are not hard enough, people not even wearing their job crystals etc... I cant see this working out or being implemented.

    interesting ideas, probably wouldnt break things TOO badly.. but pass. rather they fix what is out there now instead of shoehorning in 9 more jobs, thus diluting EVERYONES uniqueness because of skill "borrowing"
    the problem is the only examples of jobs being unique/very different from one another is back in HW/SB which had it's own problems outside of jobs that was being ignored. slashing piercing blunt damage being one of them and fight design in general. this is why this would be a trial run only going up to like level 50 or hell just start them at level 50 and advanced versions of each job allowing them to pull abilities or mechanics from their base jobs which saves on development.

    the problem with saying people say it's too hard is we literally still have people who think they should steamroll level 90 trials for MSQ LEVEL 90 TRIALS. they just don't want to put in any amount of effort is what it is it's not jobs being hard. (also before people come here and try to say jobs hard please do explain how WAR is hard go ahead)

    the reason for this existing is so we have some sort of in game example of how a more complex combat system would work in this game. so we have something we can CURRENTLY pull from instead of going "well back in HW the jobs weren't done well so it'll never work"
    (0)

  3. #3
    Player RitsukoSonoda's Avatar
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    Apr 2014
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    Kugane (No that red crayon is totally legitimate) >.>
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    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by pikalovr View Post
    the problem is the only examples of jobs being unique/very different from one another is back in HW/SB which had it's own problems outside of jobs that was being ignored. slashing piercing blunt damage being one of them and fight design in general. this is why this would be a trial run only going up to like level 50 or hell just start them at level 50 and advanced versions of each job allowing them to pull abilities or mechanics from their base jobs which saves on development.

    the problem with saying people say it's too hard is we literally still have people who think they should steamroll level 90 trials for MSQ LEVEL 90 TRIALS. they just don't want to put in any amount of effort is what it is it's not jobs being hard. (also before people come here and try to say jobs hard please do explain how WAR is hard go ahead)

    the reason for this existing is so we have some sort of in game example of how a more complex combat system would work in this game. so we have something we can CURRENTLY pull from instead of going "well back in HW the jobs weren't done well so it'll never work"
    Given that the game has pretty much just had more RPG elements trimmed and removed over the years without them really adding anything back. I'd pitch this as a direction to consider on the next FF MMORPG which hopefully will actually be an RPG from a mechanical standpoint. Where damage being physical or magical matters, where your weapon dealing slashing, blunt, or piercing damage matters, where elemental affinities matter, where gear can actually be interesting with set effects, added effects, skill bonuses instead of just being a matter of equipping whatever shows green numbers on the stat comparison, where every job/class has their own chance to shine because of how varied the monsters/enemies/encounters are rather than trying to make everyone the same on everything.
    (2)

  4. #4
    Player
    pikalovr's Avatar
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    Feb 2021
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    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by RitsukoSonoda View Post
    Given that the game has pretty much just had more RPG elements trimmed and removed over the years without them really adding anything back. I'd pitch this as a direction to consider on the next FF MMORPG which hopefully will actually be an RPG from a mechanical standpoint. Where damage being physical or magical matters, where your weapon dealing slashing, blunt, or piercing damage matters, where elemental affinities matter, where gear can actually be interesting with set effects, added effects, skill bonuses instead of just being a matter of equipping whatever shows green numbers on the stat comparison, where every job/class has their own chance to shine because of how varied the monsters/enemies/encounters are rather than trying to make everyone the same on everything.
    but the issue is if we do take what yoshi-p said at face value we prolly won't see another FF MMORPG for 10 more years. since he'll be keeping ffxiv up and running and making it. which is why it's important we start adding those RPG mechanics and elements back into a MMORPG. i'm not even asking for POE levels of complexity here just something anything.
    (1)

  5. #5
    Player RitsukoSonoda's Avatar
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    Apr 2014
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    Kugane (No that red crayon is totally legitimate) >.>
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    Ritsuko Sonoda
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    Ultros
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    Samurai Lv 90
    Quote Originally Posted by pikalovr View Post
    but the issue is if we do take what yoshi-p said at face value we prolly won't see another FF MMORPG for 10 more years. since he'll be keeping ffxiv up and running and making it. which is why it's important we start adding those RPG mechanics and elements back into a MMORPG. i'm not even asking for POE levels of complexity here just something anything.
    FFXI is still going after 20 years and still got content updates after FFXIV launched. Keeping FFXIV going doesn't mean they can't launch another MMORPG in the title line if they finally decide to pull the plug on FFXI. Ppl still paying a sub to play FFXI and keep it going IMO means a noticeable amount of people like the RPG mechanical aspects of the title and enjoy it regardless of how dated it is having originally being a PS2/PC title.

    The issue I see with this title is that it's already attracted too many people with the "no, game needs to be visual novel difficulty" mindset that anything adding even the tiniest bit of complexity to the game will result in that small group of players doing the equivalent of that kid screaming at the top of their lungs non stop in a store because they were told they couldn't have a cookie. Hence why I'd suggest adding it via a clean slate where expectations can be reset since it would be a different title.
    (1)

  6. #6
    Player
    Gemina's Avatar
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    Mar 2016
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    Dravania
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    5,778
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    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by RitsukoSonoda View Post
    Given that the game has pretty much just had more RPG elements trimmed and removed over the years without them really adding anything back. I'd pitch this as a direction to consider on the next FF MMORPG which hopefully will actually be an RPG from a mechanical standpoint. Where damage being physical or magical matters, where your weapon dealing slashing, blunt, or piercing damage matters, where elemental affinities matter, where gear can actually be interesting with set effects, added effects, skill bonuses instead of just being a matter of equipping whatever shows green numbers on the stat comparison, where every job/class has their own chance to shine because of how varied the monsters/enemies/encounters are rather than trying to make everyone the same on everything.
    This is fine for a single player game, wherein these variables only need to be designed and programmed once. FFXIV used to contain many of these elements, and the fact they went away from it should tell you something.

    In an mmo that is constantly churning out content, this is unrealistic. It's what I call "dot shading", and while effective, it is not very practical. Due to the size of the game today, and the increasing demand from the playerbase, this method also isn't realistic, or logically sound.

    Tl;Dr? Expect even more simplification. Not the opposite.
    (1)

  7. #7
    Player RitsukoSonoda's Avatar
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    Ritsuko Sonoda
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    Ultros
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    Samurai Lv 90
    Quote Originally Posted by Gemina View Post
    snip
    FFXIV actually was either missing these elements or had them reduced to the point of them being pretty much moot from the start and there are larger MMO's that have all these variables. Many which existed before FFXIV and still run today.

    The issue that hit FFXIV is that a decision was made to chase the delusion that a game could be made for "everyone". There is no game that exists both online and offline that will appeal to "everyone". In their pursuit to try and appeal to "everyone" they've been systematically removing as much as possible to reduce thought input by players which has essentially made the game just MMO and no longer RPG and now a very sizable amount of the player base are players that don't play actual RPGs.

    Claiming that having actual RPG variables in an online game is unrealistic shows a lack of vision and thought on the matter.

    Expecting these to be added to FFXIV however would be unrealistic as it would require the entire game be overhauled again from the ground up as some jobs would require a complete rebuild from scratch and would be met by all matter of complaining from players that cannot handle the additional variables and/or the freedom it would bring for character build. As for the whole "meta" excuse. "Meta" is a player base problem. Not an issue with a game so long as the game developer doesn't make the mistake many in the past have done on multiple offline and online titles of creating content with the expectation of challenging "meta" players. One example that comes to mind is Borderlands 2 which gearbox went to overtuning enemies on Ultimate Vault Hunter Mode and OP levels because they wanted the small number of players using broken OP "meta" builds to be challenged and essentially made everything that wasn't a broken OP "meta" build either unusable in that content or able to do the content but take half an hour to kill 1 fodder enemy. Discrimination online for being "meta" or "non-meta" is a problem of the online community in MMORPGs however you'll find the ones that actually care about any of that to be a small minority which will eventually just play exclusively with their group away from everyone else. It's not like League of Legends where all 9 other players filed reports against me every time I chose a champion that wasn't one of the 2-3 they wanted for the role or lane I was playing regardless of the fact I facerolled the other team with it. Despite having one of the highest negative report counts on there I never once received any disciplinary action from Riot because it was literally all just butthurt "meta" players claiming that I wasn't playing ranked seriously or trolling on it while the in game performance said the exact opposite.

    In the end the only Meta I care about is Meta Knight because he's awesome and I've always liked his character design even though he's also kinda broken in Smash so I don't use him there much.
    (2)

  8. #8
    Player
    Rolder50's Avatar
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    Jan 2018
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    1,615
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    Quote Originally Posted by Gemina View Post
    This is fine for a single player game, wherein these variables only need to be designed and programmed once. FFXIV used to contain many of these elements, and the fact they went away from it should tell you something.

    In an mmo that is constantly churning out content, this is unrealistic. It's what I call "dot shading", and while effective, it is not very practical. Due to the size of the game today, and the increasing demand from the playerbase, this method also isn't realistic, or logically sound.
    The fact that basically every other big MMO on the market has these elements kind of disproves that it's a given.
    (1)