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  1. #121
    Player
    Silhart's Avatar
    Join Date
    Apr 2022
    Location
    Wolves' Den Pier
    Posts
    46
    Character
    Calv Silhart
    World
    Behemoth
    Main Class
    Dragoon Lv 90
    I've been frustrated with the game's direction since Endwalker. My frustration lies mostly with the job design, so I hope OP doesn't mind me commenting on this aspect of the game even if it wasn't mentioned in the original post. I was primarily a Monk main, and Dawntrail's media tour angered me enough to unsub and walk away from the game. After a few months I calmed down, adjusted my expectations and recently returned to the game with new plans of taking Dragoon to Dawntrail--a job that still looked somewhat enjoyable.

    And then I experienced the 7.1 DRG changes first-hand.

    Needless to say, those plans have gone up in flames. I don't even feel frustration anymore - just apathy. The devs and the general community (outside of these forums) constantly push for job design to be overly simplistic and free of any friction. Despite my pet grievances in Shadowbringers (such as SE deleting Scholar from the game), I enjoyed myself because there was a healthy mix of simple and busy playstyles to cater to all kinds of players. But it's clear to me now that there is no longer any room for players who enjoy busy playstyles. The devs are hellbent on pruning what little gameplay the jobs have left in order to appease the players who complain that it's "bad game design" when they can't play a job 100% perfectly. Yeah, I am holding those players responsible. Time and time again I've dealt with people who argue that things like positionals, buff timers, DoTs, randomness, and proc management are bad for the game because they're "tedious", "clunky", "pointless micromanagement", "fake difficulty" or whatever buzzword people use to paint something as bad game design just because it doesn't align with their personal tastes, lol. Those voices are the ones driving the game's direction. It's sad because I've identified SAM as a job I could enjoy playing now, but knowing its gameplay is an anomaly with respect to the game's overall direction kills my motivation to put any long-term investment in it--same goes for any other job I could potentially enjoy. Why bother learning the intricacies of Samurai optimisation when someone can just complain about Meikyo Acceleration and Bana Realignment being "unintuitive" and get the devs to remove the things I find enjoyable about the job? I wouldn't get too attached to Pictomancer either: watch as their motif hardcasts are removed in future and for people to justify this change saying "not playing the game for 4 seconds every motif cast was bad game design" lol.

    I don't want to stay subbed to a game where I am constantly worried about future patches and what they'll remove from the jobs I enjoy. I've debated using the rest of my sub to argue on these forums--especially against some of the more bizarre takes I've seen in the 123 combo thread--but much like Hallarem above (I like your WoL, by the way), I no longer care enough to push back. I don't see the point anyway - the community outside of these forums seem happy with the game as it is now, and I've been hearing the siren call of WoW in my ears, so none of this will really matter once my sub is up.
    (29)

  2. #122
    Player
    Hycinthus's Avatar
    Join Date
    May 2012
    Location
    Limsa Lominsa
    Posts
    758
    Character
    Alonzo Vivas
    World
    Exodus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Silhart View Post
    The devs are hellbent on pruning what little gameplay the jobs have left in order to appease the players who complain that it's "bad game design" when they can't play a job 100% perfectly. Yeah, I am holding those players responsible. Time and time again I've dealt with people who argue that things like positionals, buff timers, DoTs, randomness, and proc management are bad for the game because they're "tedious", "clunky", "pointless micromanagement", "fake difficulty" or whatever buzzword people use to paint something as bad game design just because it doesn't align with their personal tastes, lol.
    SE went overboard with the pruning -- and this over-pruning mentality just permeates across job design and game design overall.

    Quote Originally Posted by Gaddes View Post
    I understand that Toto-Rak was not popular with most people, but at the very least you could go about collecting those energy sprites in different ways if you wished, and the map was wild enough that you could take some wacky paths and not play it through exactly the same each time. And I think it's fair to extrapolate that design choice out past the ARR dungeon redesigns to see that they're taking this hyper streamlined amusement park approach to all the new content which does not allow for variety or unpredictability at all.
    To use another example, Toto-Rak, also suffers from pruning. The multi-hallway dungeon concept has always been criticized by players, because eventually people would always just use the most optimized route.

    However, the point is more about having those options, even if people don't use them. Let people make mistakes. Let new players take the non-optimized route. It would make the experience less like having the guardrails on all the time.
    (8)
    Last edited by Hycinthus; 11-27-2024 at 11:39 PM.

  3. #123
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,722
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Somewhere along the way square forgot that people have to have the ability to make a mistake in order for the following success to be meaningful

    You can’t sequester the feeling of success after failure only to high end content because you are “concerned” people won’t like the initial failure just doesnt work because it means the success is also meaningless
    (19)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  4. #124
    Player
    xbahax92's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    1,098
    Character
    Flan Vongola
    World
    Raiden
    Main Class
    Warrior Lv 90
    They were eagerly working toward the goal of gaining new players, but are slowly losing the veterans who built the very foundation of the game. Sad.
    (17)
    Last edited by xbahax92; 11-28-2024 at 01:40 AM.

  5. #125
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,970
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by xbahax92 View Post
    They were eagerly working toward the goal of gaining new players, but are slowly losing the veterans who built the very foundation of the game. Sad.
    Anecdotally speaking, I don’t think they could keep some new players around for long either.

    I tried to invite my 6-7 group of IRL friends to play together after months of contemplating only to regret it right after because it was exactly as I worried: they found the gameplay too braindead boring & said “If the game can’t keep me occupied for their first few chapters/episodes, I think they’re lost. First impression is important. Spending first 60 levels out of 90 total levels with barebone kits is just plain garbage tier of a progression” to me in VC.

    :shrug: I tried.

    EDIT: Of course, months later free trial was expanded up to StB, but at that point it's already too late. The damage was done. To their eyes, FF14 is visual novel with boring gameplay so barebone some mobile games' gameplay wouldn't let them snooze or they'd get punished, thus keeping them engaged. Mind you that they also tried a lot of the contents within their own volitions. PotD, Ocean Fishing, synced EX Mount farming, synced Coils, doesn't skip CS, have most jobs leveled, and so on (as far as FT allows them to, I mostly just help them to stay partied & assist when they want it). And they still find it boring. So this isn't just some "ThEy'Re NoT mSq PlAyEr/ThEy HaVeN't PlAyEd MuCh YeT!!!"-cases.
    (19)
    Last edited by Rein_eon_Osborne; 11-28-2024 at 12:31 PM.

  6. #126
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    I gotta say, this is the nail on the head. It's often hard to say anything without getting some sort of detailed list with "Well ackshually". Like yeah I kind of don't want to do Ultimates after I'm done work, but it'd still be nice to do something fun still. I used to at least be able to level new jobs for fun but they're all the same now that I don't even care to anymore. I'm not really sure what the solution is, but from what it sounds like, FFXIV could really use a shake-up and possibly some more horizontal content. The latter is like programming something and making none of the code reusable. Personally, I think the devs need to make the game a bit messy, it's too strict on its consistency that its become a fault and it can't innovate. Then again they tend to knee jerk so hard they'll probably add a dodge roll but then remove every job action except for the 1-2-3 combo.
    (7)
    Last edited by Kalocin; 11-28-2024 at 04:23 AM.

  7. #127
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Silhart View Post
    .
    FFXIV dev thinks that making job simple will improve players reacting to mechanics, which is the wrongest thing you can imagine
    (5)

  8. #128
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Kalocin View Post
    I gotta say, this is the nail on the head. It's often hard to say anything without getting some sort of detailed list with "Well ackshually". Like yeah I kind of don't want to do Ultimates after I'm done work, but it'd still be nice to do something fun still. I used to at least be able to level new jobs for fun but they're all the same now that I don't even care to anymore. I'm not really sure what the solution is, but from what it sounds like, FFXIV could really use a shake-up and possibly some more horizontal content. The latter is like programming something and making none of the code reusable. Personally, I think the devs need to make the game a bit messy, it's too strict on its consistency that its become a fault and it can't innovate. Then again they tend to knee jerk so hard they'll probably add a dodge roll but then remove every job action except for the 1-2-3 combo.
    Progression system require a whole team to manage ti,
    SE thinks that saving that money on another NFT project would be a good call
    (1)

  9. #129
    Player
    Worldofwarcraft's Avatar
    Join Date
    Jul 2012
    Posts
    115
    Character
    Has Boob
    World
    Leviathan
    Main Class
    Paladin Lv 100
    Hey man, This has been an issue since HW, Yoship doesn't care, and neither does the dev team.
    i agree with your statement, but there are a lot of players who will defend SE , no matter what they do. Even if SE releases poop, they'll spend 100 dollars on it, and say everyone else is wrong. It's just how it is.
    (4)

  10. #130
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    You came to the FFXIV forums... and believe people are defending SE on their decisions with job design and max level content releases?
    (1)

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