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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,687
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Yeol View Post
    Yoshi-P did mention briefly about wanting to delete classes and rework jobs. That's probably happening in 8.0. If that's their plan, it explains the little changes they made moving from 6.0 to 7.0.
    We're mostly likely only getting one new job (Physical ranged?), or no new jobs. Maybe expand on limited jobs (Level cap and content to do with them).
    I wouldn't even mind getting no new job but a single rphys if it means we can get the pvp treatment over job identity. Hell, I'd even forego a 4th rphys job even though this role needs some love if it meant it got a new identity.

    Quote Originally Posted by kuroashi_sanji View Post
    I think it was on a media tour, I think, that he commented on this on the Reaper panel, but I couldn't find it unfortunately.

    But I think he says something similar in this video here: https://youtu.be/WSGdMv72ghI 1:16:40
    Thank you for finding it.

    I guess it makes things clear on that department, and I'll stop pestering them about it then, and concentrate instead on job identity, which this thread is about anyway. I don't care much about extreme complexity and difficulty, or galaxybrain skill ceilings. I just want decent ceilings that allow for meaningful mechanics in jobs that feel good to use and pull off properly.
    (9)

  2. #2
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Valence View Post
    I guess it makes things clear on that department, and I'll stop pestering them about it then, and concentrate instead on job identity, which this thread is about anyway. I don't care much about extreme complexity and difficulty, or galaxybrain skill ceilings. I just want decent ceilings that allow for meaningful mechanics in jobs that feel good to use and pull off properly.
    Honesetly, difficulty/complexity is a red herring in the current job design paradigm anyway imo.

    Different people have different brains, which means there's a bunch of different routes people prefer to take when solving problems. What's hard for one person to understand is intuitive for another and so on.
    So, when caulking over niches for the sake of making jobs accessible for those who prefer to play other jobs, those who used to fill that niche may now struggle with adapting to a strategy that's less engaging for them, which then leads to simplifying the homogenized group, and thus a vicious cycle is born.

    Something something, gameplay diversity is accessibility. We're about to have 21 jobs (4T, 4H, 6M, 3R, 4C), the goal should be that your average gamer should have at least one job that they click with, 3-5 for your more advanced player, and really only your hardcore playerbase should be able to maximize the usage of every job. (and even then..) If your largest player demographic is able to find a groove with every job, it's not because you have accessible job design, it's because you've pushed out every other player who prefers different gameplay niches.
    (12)
    ~sigh~