You're kidding that World nms were horrible. The nms Tanaka put in were amazing~World NMs were horrible for the game the way they were done.
Rare/Ex items unlike any others in the game, superior to the majority of items. Dropping exclusive items REQUIRED for high level crafts. It bottle-necked the economy and paved the way for cheaters and RMT to effectively stranglehold FFXI for the longest time.
If World Bosses are going to be done right, they have to bypass the old conventions of exclusive permanents and monster monopoly.
FFXI's world NMs were absolutely terrible. FFXIV's previous roaming NMs did have exciting battles, but again, if it followed the same underlining system as FFXI, then it suffers from the same extremely terrible flaws.
I'm not saying do away with world bosses. I'm saying revamp the loot and claim systems surrounding them.
I cannot stress this enough - unchecked aggressive competition and monopolization is critically bad for a game's overall health. It's choked every MMO to date down to its minimal hardcore base - encouraged RMT and 3rd party abuses and bottlenecks the entire game economy.
Epic fights? Yes please.
Dragon's Aery-2? F^*& No!
Last edited by Hyrist; 05-05-2012 at 12:21 AM.
However, this would be easily fixed here tho. As a casual-friendly, stressfree, goal-oriented game (by then) it would be expected to have leves balancing this if we ever get close to a claim monopoly. What would be the point of risking a ban with claim bots if you could, from time to time, fight that NM at leves?FFXI's world NMs were absolutely terrible. FFXIV's previous roaming NMs did have exciting battles, but again, if it followed the same underlining system as FFXI, then it suffers from the same extremely terrible flaws.
I'm not saying do away with world bosses. I'm saying revamp the loot and claim systems surrounding them.
I cannot stress this enough - unchecked aggressive competition and monopolization is critically bad for a game's overall health. It's choked every MMO to date down to it's minimal hardcore base - encouraged RMT and 3rd party abuses and bottlenecks the entity game economy.
Epic fights? Yes please.
Dragon's Aery-2? F^*& No!
You can see this line of development at FFXI as well, where stuff that were having bot issues changing to forced pop and/or BCNM.
However, this would be easily fixed here tho. As a casual-friendly, stressfree, goal-oriented game (by then) it would be expected to have leves balancing this if we ever get close to a claim monopoly. What would be the point of risking a ban with claim bots if you could, from time to time, fight that NM at leves?
You can see this line of development at FFXI as well, where stuff that were having bot issues changing to forced pop and/or BCNM.
Both were good systems which could be refined further here.
I've a more compressible list that I'm working on to create a balance between the demands of Hardcore and Casual base. Taking in the depth of my experiences in MMOs as well as keeping in mind the typical tropes of both gamers and the Final Fantasy brand.
I've actually got the outlines right next to me here at work.
The first post, or first thread (Not sure if I want to separate these issues by thread or just have them be linked posts in one thread for ease of reference.) Is going to detail the reasons why a hardcore only or casual only development path is horrible for the game's health. Both extremes, after all won't produce the success this game is looking for.
I'm also detailing common and major issues that need to be contended with. World Bosses is actually the first I touched upon under the Loot category.
Haven't even started the game-play category yet.
Vision and application are two drastically different things, and while it would have been cool to see botanists set traps, miners dig trenches, and carpenters and blacksmiths fortify defenses, I cannot for the life of me see this becoming commonplace in the game outside of instances like Hamlet Defense or Besieged or something. Anywhere else, it seems like it would be entirely impractical to actually find some kind of use for DoL/H, in common settings like Exp or Instanced Dungeons.They are, Tanaka wanted crafters to be just as important as dow/m. He infact wanted them to fight a long side dow/m. Though crafters now, are just the same as any other game.
You do it to make money.
Crafters are going way back in the back. Even yoshi said he is going to make crafters not part of the story, not as important. You HAVE to have a DoW/m leveled. Before you didn't, Tanaka was going to make it where you could spend the whole game time playing doh/l
Unfortunately, that reasoning doesn't really hold weight considering they made that change just over a year ago and the games almost 10 years old now. It would have been viable had they made major effort to counter these issues back when bots were starting to rear their ugly heads back in 04-05, but the most they ever did was slightly extend the claim delay and the bots were eventually adjusted to get around it.
While I agree Tanaka has had some great ideas and visions for his games, he's really made little effort to actually addressing the needs of the player-base over his visions. I'm sure you're familiar with the phrase "Working as intended" correct? If it is that's great. However when a player points out major flaws/exploits in application, it doesn't matter how well it "Works" in their eyes. If they aren't willing to take constructive criticism and try to fix the flaws in their vision (or actually fix their fixes in some cases) then it's just like leaving an infected wound untreated and trying to treat it after you've gone into septic shock, too little too late. Unfortunately for us, Tanaka has been notorious for this behavior.
Last edited by SwordCoheir; 05-05-2012 at 07:55 AM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
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