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  1. #1
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    746
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by HeavenlyArmed View Post
    And complexity may not be exactly measurable, but it's hardly subjective.
    To add to that, it is also an objective fact that classes have become more and more simplistic over the years instead of becoming more complex.

    I think this was a deliberate move by the developers because they wanted to make the fights themselves the interesting parts of the gameplay instead of the rotations, but I could be misremembering that.
    (10)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  2. #2
    Player
    HeavenlyArmed's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    174
    Character
    C'thuuko Tohka
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Quote Originally Posted by ovIm View Post
    To add to that, it is also an objective fact that classes have become more and more simplistic over the years instead of becoming more complex.

    I think this was a deliberate move by the developers because they wanted to make the fights themselves the interesting parts of the gameplay instead of the rotations, but I could be misremembering that.
    So there are two parts to this. The first is a pre-Dawntrail interview about job homogenization, where Yoshida acknowledged that it's a problem, but stated that there has also been a tendency to develop battle content that is too safe in recent years. So what he said in that interview was that for Dawntrail in particular since they didn't want to change everything all at once and make it feel like a completely different game, that the team had decided to first focus on making more interesting and experimental battle content, and that significant changes to make jobs feel more unique would likely be more of an 8.0 thing.

    The other is I believe a much older interview, which I wasn't actually able to find but did want to bring up because I remember it being discussed. In that interview or whatever it was, it was stated that the overall goal from expansion to expansion is to in most cases keep jobs at roughly the same level of complexity, particularly after the devs saw the issues that were caused by how complex jobs were to play in Heavensward. There was an initial scaling back from that in Stormblood (at least in their eyes, personally I do think at least a few jobs got more complex going into Stormblood and even Shadowbringers) and from there they wanted to keep things the same so players wouldn't feel overwhelmed. At least that's how I remember that question being answered, but again I wasn't able to find that interview, so there is a chance I'm not remembering things perfectly.
    (10)
    Last edited by HeavenlyArmed; 11-24-2024 at 03:38 AM. Reason: typo, my space bar is bad