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  1. #1
    Player
    Turtledeluxe's Avatar
    登録日
    2023/02/17
    投稿
    1,236
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    黒魔道士 Lv 100
    I'm not sure the devs have a vision for jobs beyond being vehicles for encounters, whether that's PvP or Savage. Isn't Yoshi P's statement evidence of that? I've said before it seems like jobs are barely talked about at all unless someone goes out of their way to ask the team about them. In a world without media, I'm 99% sure every fanfest would just be focused on new content and minor potency updates. It seems like we may just need to accept that endless new jobs are intended to try to satisfy diverse playstyles until they are inevitably nerfed/homogenised and leave you waiting on the next ones.

    And imo this was bound to happen. Since devs were successful in getting the base to master multiple jobs, you inevitably end up with a significant number of players who often cannot think of original feedback because feedback occurs on a job vs job basis. In other words my theory is that the game is the way it is because lots of players who play lots of jobs want them all to feel the same, perhaps even unconsciously, which has created a feedback loop of homogeny. This is why it's always good to balance public feedback with your own creative vision.
    (1)
    2024/01/06 06:25; Turtledeluxe が最後に編集

  2. #2
    Player
    OgruMogru's Avatar
    登録日
    2017/06/02
    投稿
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    黒魔道士 Lv 100
    Quote 引用元:Turtledeluxe 投稿を閲覧
    I'm not sure the devs have a vision for jobs beyond being vehicles for encounters, whether that's PvP or Savage.
    Imo it's backwards though. The encounters should also be a vehicle for the job's gameplay.
    (4)

  3. #3
    Player
    ForsakenRoe's Avatar
    登録日
    2019/04/02
    投稿
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    賢者 Lv 100
    Quote 引用元:OgruMogru 投稿を閲覧
    Imo it's backwards though. The encounters should also be a vehicle for the job's gameplay.
    It's a bit of both really, the jobs are like a lens to view something through, and the encounter is some visually appealing thing to view. Without the view, the lens is pointless, without the lens to see the view clearly, the view can't be fully appreciated. The two have to exist in a balance, and it feels like it's skewed way too far in one direction at the moment

    The easiest way to see this is with a thought experiment: if the gameplay of every job (yes even the DPS) were made into 'press 1 over and over (literally one button, no CDs or rotation) until the boss dies, like the RP scenarios in the MSQ', but the encounter complexity was ramped up to compensate, would the game be fun to play?
    (7)

  4. #4
    Player
    Atelier-Bagur's Avatar
    登録日
    2022/01/08
    投稿
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    斧術士 Lv 82
    Quote 引用元:ForsakenRoe 投稿を閲覧
    It's a bit of both really, the jobs are like a lens to view something through, and the encounter is some visually appealing thing to view. Without the view, the lens is pointless, without the lens to see the view clearly, the view can't be fully appreciated. The two have to exist in a balance, and it feels like it's skewed way too far in one direction at the moment

    The easiest way to see this is with a thought experiment: if the gameplay of every job (yes even the DPS) were made into 'press 1 over and over (literally one button, no CDs or rotation) until the boss dies, like the RP scenarios in the MSQ', but the encounter complexity was ramped up to compensate, would the game be fun to play?
    Well yeah because that better smooths out the experience. If the class was not only hard to play but also combat encounters were also hard then many people would just not have fun with it due to the over complexity over a gameplay design. This is why a game like Street Fighter works so well because the moves and mechanics are very easy to pull off but the complexity comes from how well you use those easy to learn moves in a bout with another skilled player.

    So yeah in our case if battle encounters and combat were made more complex then the jobs would theoretically be a lot more satisfying to play because the satisfaction comes from mastering the relatively simple to play job. And no I dont think Savage is the answer to this, I still think the combat design in this case is too obtuse if that makes any sense. The battle engine needs to be reworked and preferrably something much snappier, faster and smoother to play.
    (1)

  5. #5
    Player
    Turtledeluxe's Avatar
    登録日
    2023/02/17
    投稿
    1,236
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    黒魔道士 Lv 100
    Quote 引用元:Atelier-Bagur 投稿を閲覧
    Well yeah because that better smooths out the experience. If the class was not only hard to play but also combat encounters were also hard then many people would just not have fun with it due to the over complexity over a gameplay design. This is why a game like Street Fighter works so well because the moves and mechanics are very easy to pull off but the complexity comes from how well you use those easy to learn moves in a bout with another skilled player.

    So yeah in our case if battle encounters and combat were made more complex then the jobs would theoretically be a lot more satisfying to play because the satisfaction comes from mastering the relatively simple to play job. And no I dont think Savage is the answer to this, I still think the combat design in this case is too obtuse if that makes any sense. The battle engine needs to be reworked and preferrably something much snappier, faster and smoother to play.
    I don't think anyone wants jobs to be overly difficult but rather have more engaging rotations. XIV is not a fighting game, it's an MMO based on a character and job driven IP where roles and team strategy are generally important. Jobs and roles can be smooth without minmaxing their button presses into harmonious oblivion. Fights can be done without two minute metas hand holding you toward a generic zerg burst.

    Also the fact that content can't be engaging unless you go from 10 to 100 difficulty wise in an outdated framework is another problem to add to the list imo.
    (2)
    2024/01/06 07:15; Turtledeluxe が最後に編集

  6. #6
    Player
    Lailani_Fey's Avatar
    登録日
    2023/11/11
    投稿
    47
    Character
    Cure Starlight
    World
    Raiden
    Main Class
    占星術師 Lv 90
    I can't emphasise enough how much I dislike mit checks. Regardless if it's P12S or DSR, those mit checks make you feel utterly helpless as Pure Healer. It is one thing to make content more difficult or supporting coordination within the group but it is another to strip a role of their power and self-sufficiency. If instead of mit checks they made bosses use skills that requried coordinated actions to cancel out, like multiple interrupts, this would feel completely different.
    (2)

  7. #7
    Player
    Remember_The_Name's Avatar
    登録日
    2022/09/04
    Location
    Gridania
    投稿
    97
    Character
    Caroline Frost
    World
    Odin
    Main Class
    白魔道士 Lv 100
    Quote 引用元:ForsakenRoe 投稿を閲覧
    The two have to exist in a balance, and it feels like it's skewed way too far in one direction at the moment
    Absolutely.
    When I was watching videos with retrospective of jobs in previous expansions, I understood that jobs had more complexity and depth. While not all implications were perfect (TP for example and much more), it was an interesting puzzle to solve even when doing HW and SB duties. And, while the encounters themselves were not that loaded when comparing to EW and ShB, such job complexity was balancing out lack of mechanics.

    Yes, there was some jank, there were problems with aligning burst windows, tank stance dancing, freaking Cleric Stance, yadda-yadda. But figuring out the optimal way even through mentioned problems gave players abilty to express their mastery over the job and a sense of fulfilment when achieving the desired result! And the roughest edges could've been polished into a better version anyway.

    But CBU3, with their weird shtick of overcorrecting EVERYTHING, decided to pick up the sledgehammer and whack some major mechanics and interactions the F outta the game. Healers took the biggest blow, unfortunately.

    Now, with the jobs streamlined and homogenized, they are trying to compensate by making encounters more and more punishing, complex and strict. But it did not worked out that way. Instead, they made Savage into boring body check simulator, where one mistake results in a raid wipe or causes such severe consequences that it's better to run into the wall and start over.

    And the satisfaction of playing the job correctly is not there. The rotations are pretty simple (unless you play God's favourite - BLM) and all buffs are perfectly aligned with each other. There is no depth anymore.
    (4)

  8. #8
    Player
    Turtledeluxe's Avatar
    登録日
    2023/02/17
    投稿
    1,236
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    黒魔道士 Lv 100
    Quote 引用元:Remember_The_Name 投稿を閲覧
    And the satisfaction of playing the job correctly is not there. The rotations are pretty simple (unless you play God's favourite - BLM) and all buffs are perfectly aligned with each other. There is no depth anymore.
    I laughed out loud.

    But yeah- it's interesting when people say "well what do you mean when you say the game lacks job identity" or "what are your solutions" when the game's foundation has examples of it even if they weren't perfectly balanced or optimal. It's obvious that this scale of Job vs Encounter engagement has always existed and has simply tipped nearly all the way in the Encounter direction for too many jobs. When people say there are no new solutions-- There's a thread about new job abilities up right now. And I see players talk about their job rotations literally all of the time. The desire is there, the question imo is whether the devs will ever have the audacity to step on minmaxer toes again. Because that's what I think about when I read that thread-- "This sounds cool but the base of the game doesn't want jobs to be cool".
    (3)

  9. #9
    Player
    Absurdity's Avatar
    登録日
    2018/02/28
    投稿
    2,993
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    戦士 Lv 100
    Quote 引用元:Turtledeluxe 投稿を閲覧
    The desire is there, the question imo is whether the devs will ever have the audacity to step on minmaxer toes again. Because that's what I think about when I read that thread-- "This sounds cool but the base of the game doesn't want jobs to be cool".
    This gets brought up every time and I have to ask, why would more job complexity step on min-max player's toes? I have only dabbled in optimization when I had fun playing my job but that was the biggest enjoyment I got out of it, optimizing my job gameplay for a given fight because it wasn't on auto pilot. I would assume someone who wants to min-max would like more complexity in their gameplay to actually min-max.

    What is optimization now? When to delay the party's 2 minute window because there's downtime soon? Banking your free Edge of Shadow for the next 2-min window? Please, wake me up when there's actually anything interesting to min-max.

    The only time I remember optimization actually having any real impact on my gameplay in Endwalker was in P3S as GnB (I assume other jobs with cleave could do the same) and only because I had to slightly adjust my rotation to pad my DPS on the Darkened Fire adds with Double Down.
    (4)
    2024/01/06 08:17; Absurdity が最後に編集

  10. #10
    Player
    Turtledeluxe's Avatar
    登録日
    2023/02/17
    投稿
    1,236
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    黒魔道士 Lv 100
    Quote 引用元:Absurdity 投稿を閲覧
    This gets brought up every time and I have to ask, why would more job complexity step on min-max player's toes? I have only dabbled in optimization when I had fun playing my job but that was the biggest enjoyment I got out of it, optimizing my job gameplay for a given fight because it wasn't on auto pilot. I would assume someone who wants to min-max would like more complexity in their gameplay to actually min-max.

    What is optimization now? When to delay the party's 2 minute window because there's downtime soon? Banking your free Edge of Shadow for the next 2-min window? Please, wake me up when there's actually anything interesting to min-max.

    The only time I remember optimization actually having any real impact on my gameplay in Endwalker was in P3S as GnB (I assume other jobs with cleave could do the same) and only because I had to slightly adjust my rotation to pad my DPS on the Darkened Fire adds with Double Down.
    Yes but as I said in my previous post-- who are the people calling out for the changes to the jobs and the two minute meta? These are not people who want the game to be more fun-- they want job viability to an extreme degree and easy access to optimal damage output. This is the number one reaction anyone gives when people talk about jobs having more unique identity-- "well in 2.0 no one wanted warrior" etc. Obviously every game needs balance, but I'd argue XIV will not tolerate an ounce of risk out of fear of the 2.0 era or whatever.

    And every time they cave to player demands "no one wants my job bc they don't have x", homogeny grows. This is what I said earlier-- original feedback isn't likely when players typically only think of rotations or dps in relation to other jobs that they perceive to be outpacing them.

    And what do I mean when I say original feedback? I mean player ideas for rotations or deepening their role in the encounter. Those ideas go largely ignored in favor of steamrolling the jobs.

    I live in constant fear that one day they're going to give BLM res or self healing. Pls don't.
    (0)
    2024/01/06 13:11; Turtledeluxe が最後に編集

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