I agree with many of your points. As far as feedback is concerned, Yoshi-P had this to say in a recent interview:
Source: https://www.reddit.com/r/ffxivdiscus...sil_game_show/Yoshida: " "That's a difficult question," begins Yoshi-P. "We have skill rotations varying between 60 and 120 seconds for the most intense phases and that's how it works currently. But the reason it's like this today is that we've received, in the past, feedback from all over the world saying that the timing of fights were difficult, it was difficult to align skills between classes, we were asked to unify everything, and precisely because we received these requests to homogenize this, we homogenized it"."
In fact, in past expansions like Heavensward and Stormblood the design of fights and classes were very different from how it is today. Just look at classes that have completely changed from their original versions, like Summoner, Astrologian, Bard, and Machinist. Furthermore, the design of the bosses and the arenas in which fights take place were different, which created different situations - and functions - between melee and ranged classes. There are those who say that having the game less "on track" is more fun - and Yoshi-P is not against this idea, but there is a balance that needs to be discussed.
Although hardcore players make up the majority of those who complain about how FF14's combat has become homogenized over the years, there is a significant portion of players, who we can consider as intermediates, who may not dedicate themselves to the more difficult encounters as diligently, but who do want to challenge themselves to overcome the game's most difficult fights and engage more frequently with the combat system than others who really stick more to the non-combat options offered by the MMO.
Yoshida: "We're okay with making things a little crazy and having different timings between all the classes, but again, we made these changes because we got feedback that it was too difficult before. We understand that there are two types of players, so going forward, Regardless of whether we change this or not, the community needs to reach a consensus: what is better? Before changing something we need to get feedback from everyone", concludes Yoshi-P, reiterating that feedback through official means is taken into account by the developer.
And from this the question arises: how much should Square Enix listen to the hardcore portion of players, who engage immediately and frequently with the most difficult content that FF14 proposes, seeking to optimize each and every possible movement, in relation to the average and casual player. Who also likes combat? It definitely doesn't sound like an easy task.
For a moment I'm going to just ignore the fact you're cross-posting this everywhere which is kind of cringy but you want everyone to see your thoughts which is fine, but a few of them are inherently flawed and I'd like to touch upon this.
I’d love it if they allowed dancers to decide whether.
Adding gauges in stormblood and consolidating all actions to fit into the system was considered the selling point of an expansion and the entire redesign of combat what you're suggesting is multiple expansions worth of reworking skills, gearing, progression also in group content there is no world you get to pick and choose which you like. Everybody loves skill trees want to know the reality of skill trees? they get min-maxed look at WoW look at Lost Ark there becomes a right and wrong way to build your class and if you build the wrong way you are kicked from groups.
Hunt rework
Admitting here that hunt system is outdated and poor this is a terrible implementation there'd be no longer a need to hunt train on specific worlds if theres set times, so simultaneously you're adding AT LEAST 20+ light party instances to every single world do we even need to talk about how on expansion start the instance system handles things SO POORLY every expansion it's been flat out disabled day 1 so it can be fixed.
Give summoners back their pets
"No pets" doesn't even scratch the surface of why theres so much displeasure with the Summoner rework, you either didn't really play the job or you fundamentally don't understand why the reworked gameplay loop is unsatisfying to A LOT of former summoner lovers 'nuff said.
small customization of how a job feels to play.
See above, WoW skill trees, lost ark skill tripods, they will be min-maxed, you will be called out for playing inoptimally, skill trees will never exist in group content and again multi-expansion tiered rework for what will essentially be put in the balance and everyone will use those traits unquestionably just like BiS (Who actually runs numbers on their jobs gear/damage calc?) Not many.
Weapon choices for jobs
Flashback to shadowbringers, yoshida has stated Dancer uses 'range weapons' because they didn't want to lock dancer to ONLY chakrams yet they only throw squares and circles, ever wonder why whm/blm don't use shields anymore? waste of dev time to design all this, especially when job animations, design, are based around one weapon type, it's funny your example is monk since I'd say monk has the most varied look to their weapons out of any class.
r. The game is good not because of SE but DESPITE of SE.
As someone who works in the programming space and dabbled in game design and 3D artistry you have no idea what you're talking about respectfully, a lot of your suggestions require complete redesigns of entire systems on a scale we've never seen and your suggestions aren't fleshed out and fall apart completely under scrutiny.
It seems I didn't go into enough detail in the topics you mentioned because mostly your concerns don't match with my intentions.
1. This is the one thing where I just fundamentally disagree. Not everything needs to be equally good at something as everything else, nor should it be. For example casters are simply better at nuking mob packs than melees. There will always be a meta composition for any fight. Pick two different fights and you get two different optimal compositions. There was a japanese team that cleared an ultimate world first and everyone was surprised when the team had a DRK, which at the time was considered the worst tank class. When asked why, the player just said "cause it's fun". I'd prefer things to be slightly more imbalanced if it gives jobs a more unique identity.
That aside, my issue with Dancers is that they were supposed to be "the" support class but in the end they're just a dps that just happens to support a bit more. My suggestion is to split dancer into full support, hybrid (what we have now) and full dps. With full support they basically stop being a dps and just provide very strong buffs for the full party.
2. I'm not suggesting there should be a fixed timer on the hunts. People should still have to go around finding them and probably only S ranks should get that special treatment. Aside from that I don't see your problem with my suggestion. Server load and instances is something the devs should worry about.
3. I'm not a summoner main and don't play it enough to say more about it than "it feels too simple". I just don't think summoner isn't much of a summoner without his summons. Removing the pet aspect of the class feels like a lazy fix to me.
4. Job customization shouldn't result in a difference in DPS output. In it's most basic form, my suggestion is make the skill green instead of blue because I like green more. These customization options should only give a difference in feel, no more.
5. My intention here is for weapons to basically be new jobs with the theme of the base job. Not horizontal progression.
6. I don't see how my suggestions require complete redesigns. Can you elaborate here? They're surface level suggestions on purpose precisely because I don't know what's possible to do. They're suggestions that the devs can draw inspiration from, not completed systems that you only need to plug into the game and you're done.
Honestly, it's a pretty fair list.
Sure, there are plenty of things there that are highly unreasonable at this stage of the game's life, but there's just as many very solid things that need to be improved upon.
Haters gonna hate
The big one that leaped out to me (Former world builder for Bullfrog/EA) was switching to a fully seamless world ala 1.0. In terms of raw world geometry, it's a monumental task to join the dots on zones that are otherwise entirely unrelated. Pre flying it would have been much easier to mask the seams with inventive 'corridors' to block line of sight but now? It's a task that would be on par with the creation of an entire new expansion's worth of world zones IMO. It's that big a job.
And then there's the back end aspect of things. FFXIV runs zones in individual servers, seamlessly transferring a player between servers is one thing, having a player on in one 'zone' on one server be able to see another player the next 'zone' over on another server is an entirely different proposition. WoW did this out of the box. Adapting FFXIV to do the same isn't a task I'd wish on anyone given the issues and limitations the back end seems to face to this very day as it is.
Last edited by Sebazy; 10-21-2023 at 05:31 AM.
That's fair and honestly the seamless transitions aren't something I care that much about. I just like the idea of it. I was also made aware that it wasn't entirely possible to go from one city to another without loading screen. My memory failed me there. So there's that.
Did the OP run over your dog or something?
The hostility towards anyone criticising the game has gone off the charts lately, can't help but feel the increasing outcry against the current low quality content the game has been putting out in recent months is getting some fans especially riled.
Last edited by Lunaxia; 10-21-2023 at 05:51 AM.
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