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  1. #1
    Player
    Kaurhz's Avatar
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    Jul 2015
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    Asuka Kirai
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    Sagittarius
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    Dancer Lv 90
    Making 24-48 man content is nice... It's an MMO, so larger scale content should be the norm, in my opinion..

    But I struggle to understand how they managed to derive a system closer to BA when the rationale was:
    a) Precedence
    and
    b) Good Enough

    Just sounds like word salad for extremely poor decision making.
    (4)

  2. #2
    Player
    Jeeqbit's Avatar
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    Mar 2016
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    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kaurhz View Post
    Just sounds like word salad for extremely poor decision making.
    Seems like what they were trying to say is that they were in a rush to meet deadlines and didn't think about it holistically nor assign enough QA to see what it's like when it's tried in its entirety with 48-72 people (they do actually have over 100 QA). Which was actually an issue in 1.0. Each individual did their thing, but when it all came together, it wasn't working so well.
    (1)

  3. #3
    Player
    Kaurhz's Avatar
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    Asuka Kirai
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    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Seems like what they were trying to say is that they were in a rush to meet deadlines and didn't think about it holistically nor assign enough QA to see what it's like holistically. Which was actually an issue in 1.0. Each individual did their thing, but when it all came together, it wasn't working so well.
    I mean, sure... But generally I am just chalking this to bad decision making, even if you think of a silo'd system... I would have imagined there to be team meetings, or a team meeting to go over the 'project' itself... e.g., what the intended difficulty is, and frankly if it was communicated that the intended difficulty is extreme/savage large scale, then I would generally say the last thing going through a sane mind is... "Ah, let's turn it into an open minefield"

    Especially when you look back at, say, BA... Which even 7 years later suffers from the exact same issues that we're seeing here, albeit not as... Intense, simply because of the age and relevance of the content... Like, you still get groups of 12-16 people in Hydatos trying to claim ownership of an entire instance (and still getting upset when people do join that instance)

    I just don't see any universe where someone thought this was a good idea... Even in a silo, and it seems fairly clear that it was a decision issue, versus a... logistical one, when they've already openly stated in PLL that they thought Delubrum had... Too many support systems.
    (4)

  4. #4
    Player
    Daralii's Avatar
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    Jul 2015
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    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kaurhz View Post
    I mean, sure... But generally I am just chalking this to bad decision making, even if you think of a silo'd system... I would have imagined there to be team meetings, or a team meeting to go over the 'project' itself... e.g., what the intended difficulty is, and frankly if it was communicated that the intended difficulty is extreme/savage large scale, then I would generally say the last thing going through a sane mind is... "Ah, let's turn it into an open minefield"

    Especially when you look back at, say, BA... Which even 7 years later suffers from the exact same issues that we're seeing here, albeit not as... Intense, simply because of the age and relevance of the content... Like, you still get groups of 12-16 people in Hydatos trying to claim ownership of an entire instance (and still getting upset when people do join that instance)

    I just don't see any universe where someone thought this was a good idea... Even in a silo, and it seems fairly clear that it was a decision issue, versus a... logistical one, when they've already openly stated in PLL that they thought Delubrum had... Too many support systems.
    It's honestly just comical given the post-mortem on Hydatos and BA.

    - Reflecting on the Baldesion Arsenal (Nakagawa)
    The Baldesion Arsenal was an extremely ambitious venture, and we were driven by the strong desire to deliver an experience and enjoyment that players had never seen before in a battle content. At the heart of the enjoyment is the restriction on resurrection, which introduces a heightened sense of tension as you play. This is how it all began.

    The inspiration for this were the games I used to feverishly play, for instance Diablo 2 and its hardcore mode and Wizardry on the Famicom, to name a couple. I feel that we succeeded in bringing that same enjoyment and sense of tension to our players in the Baldesion Arsenal. I also think we succeeded in creating an enjoyable high-difficulty raid dungeon for the largest ever number of participants ever seen in FFXIV.

    Having said that, due to the abovementioned issues and other things we’ve learned through your feedback, we’ve caused our players a great deal of stress, and this is something we deeply regret. We’ve been made to realize there are many things we can change and improve upon. We’re determined to correct all the major issues and take the experience with us when we develop future content.

    My responsibility on the FFXIV team is to plan and develop battle content that will be enjoyed by all our players. In this post, I’ve been given the chance to say a few words on Eureka and the Baldesion Arsenal, but I’d like to state that my desire to create great content applies across the board.

    In the future, should more issues like this arise, I promise to take your feedback to heart, communicate openly with you all, and quickly take the necessary measures to improve things. Thank you for your continued support.
    https://forum.square-enix.com/ffxiv/...=1#post4896293
    (6)