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  1. #1
    Player
    Tracewood's Avatar
    Join Date
    Nov 2013
    Location
    Bast-- Ul'Dah.
    Posts
    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    They do listen if the complaints become exponential, thing is in the end the producer and devs decide if criticism is valid, up for debate, or outright superfluous.

    The recent benchmark is a good example, another is the item request/glamour megathreads. Not taking credit, but back in Heavensward I suggested MNKs to use tonfas for more weapon diversity. Uploaded some screenshots of tonfas, and come Stormblood... MNKs got tonfas, and still do to this day! It's coincidence, cool nonetheless. Also saw dye requests like more metallics and some neon colors added over time, same for some glamour options.

    For battle content I see is where most of the complaints are centered. An example of this is the hardcore players want jobs and content to stay hard and complex (which unfortunately creates gatekeeping for endgame content once the math nerds min-max everything, playerbase copycats.) Heck, I would LOVE to have FFXI's merit point system to further boost your job abilities and stats, or something from Monster Hunter Rise's gear augment system where you can get things like an additional materia slot or randomized stats.

    Then we have some players prefer simplified (which things become far too homogenized and samey). There's demand for "rewarding" midcore content, and the relic grind being tomes was another complaint they did address, so we're getting regular battle content back in DawnTrail.

    When I read someone complain "they don't listen", what they're really saying is "they don't listen to me." Not saying anyone's complaints are invalid, it's just how you present it. I personally would like to see the endgame routine shaken up a bit, where there is more than just Savage to gear up your jobs completly.
    (5)
    Last edited by Tracewood; 05-19-2024 at 06:04 AM.

  2. #2
    Player
    posona's Avatar
    Join Date
    May 2016
    Location
    A holler down yonder
    Posts
    94
    Character
    Teo Bajhiri
    World
    Mateus
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Tracewood View Post
    They do listen if the complaints become exponential, thing is in the end the producer and devs decide if criticism is valid, up for debate, or outright superfluous.

    The recent benchmark is a good example, another is the item request/glamour megathreads. Not taking credit, but back in Heavensward I suggested MNKs to use tonfas for more weapon diversity. Uploaded some screenshots of tonfas, and come Stormblood... MNKs got tonfas, and still do to this day! It's coincidence, cool nonetheless. Also saw dye requests like more metallics and some neon colors added over time, same for some glamour options.

    For battle content I see is where most of the complaints are centered. An example of this is the hardcore players want jobs and content to stay hard and complex (which unfortunately creates gatekeeping for endgame content once the math nerds min-max everything, playerbase copycats.) Heck, I would LOVE to have FFXI's merit point system to further boost your job abilities and stats, or something from Monster Hunter Rise's gear augment system where you can get things like an additional materia slot or randomized stats.

    Then we have some players prefer simplified (which things become far too homogenized and samey). There's demand for "rewarding" midcore content, and the relic grind being tomes was another complaint they did address, so we're getting regular battle content back in DawnTrail.

    When I read someone complain "they don't listen", what they're really saying is "they don't listen to me." Not saying anyone's complaints are invalid, it's just how you present it. I personally would like to see the endgame routine shaken up a bit, where there is more than just Savage to gear up your jobs completly.
    You bring up a good point with the type of feedback they listen to, and why it confuses me when people say they don’t listen. It seems like they make it a point to give us things unrelated to combat and respond to those suggestions. But when it comes to gameplay design they have their own philosophy and plans and have to consider how much player feedback would require them to alter those things. Like I remember them saying at some point the 2 minute meta happened because of player feedback, and now they’re seeing feedback that people don’t like it and they’re confused about what we want. Basically at the end of the day they can’t please everyone. I’m just glad they listen to us at all, and communicate with us regularly, even if people don’t always like what they say or catch when they do respond to their concerns.
    (0)

  3. #3
    Player
    Arkdra's Avatar
    Join Date
    May 2017
    Posts
    615
    Character
    Arkadya Dravena
    World
    Excalibur
    Main Class
    Samurai Lv 100
    Quote Originally Posted by posona View Post
    You bring up a good point with the type of feedback they listen to, and why it confuses me when people say they don’t listen. It seems like they make it a point to give us things unrelated to combat and respond to those suggestions. But when it comes to gameplay design they have their own philosophy and plans and have to consider how much player feedback would require them to alter those things. Like I remember them saying at some point the 2 minute meta happened because of player feedback, and now they’re seeing feedback that people don’t like it and they’re confused about what we want. Basically at the end of the day they can’t please everyone. I’m just glad they listen to us at all, and communicate with us regularly, even if people don’t always like what they say or catch when they do respond to their concerns.
    https://www.reddit.com/r/ffxivdiscus...sil_game_show/

    IGN Brasil asked about 2 mins meta and homogenization of jobs:

    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"."

    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.

    Unsure if this was also said by Yoshida or if this is IGN editorialising but...

    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.
    (1)