Quote Originally Posted by Kiara View Post
Please Separate the Rules for PVP and PVE games. I remember reading one comment (but I can't find the Dev Response (or was it in a Live Letter?)) where it was intimating that PVP and PVE Rules were going to be one and the same. While it might be easier to have only 1 set of rules for all gameplay, it also creates many problems when you have to try and adjust every Job’s Weaponskills (WS) and Magic Spells because something is “too powerful” or “too weak” in PVP, but it’s fine in PVE (Normal Game vs. A.I. and NPCs).

Look at BLIZZARD and their worldwide success. Even Blizzard has separate rules (different rules) for PVP games and PVE (story gameplay / normal) games. In their ever popular StarCraft II (which thrives on Online Competition), they have different rules and units (e.g., No Firebats) in PVP games compared to their Normal / Story games. My friends and I are very afraid you will inevitably find some Attack that worked great in the main FF 14 PVE game (against A.I. / Bosses), but was “too powerful” in PVP, and as a result, you want to weaken (change) it. But then you have affected the great feeling in PVE, for the sake of trying to fix PVP. It becomes too messy.
They have shown they intend to not only combine the two, but at each step we've seen them favor what's needed for PvP. Remember the decision to not allow movement while casting? There are several other examples. PvE will have to conform to what's balanced for PvP, according to Yoshida.

I won't go into a long paragraph on how this compromises PvE right now; it should be fairly obvious how it restricts them to generic means for each class/job.

Yoshida is creating the game he wants. PvP will be significant, boobs will jiggle -the question is whether this is the best decision for Final Fantasy, something that fans expect to fully deliver with PvE.