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  1. #461
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by Kurokikaze View Post
    ITP: Making something harder to use makes it better.
    Absolutely not, sir.

    In the IT world, we don't call anything "better" unless it clearly has two components.

    Better = Faster + Easier.

    If it's slower, users won't think it's better, no matter what features it has.
    If it's harder to use, users won't think it's better no matter what features it has.

    This is also known as the Windows Vista Phenomenon.
    (5)

  2. #462
    Player

    Join Date
    May 2011
    Posts
    23
    Quote Originally Posted by Elexia View Post
    MW only lacks certain features and it was even stated an AH won't SOLVE ANY PROBLEMS INSTANTLY LIKE PEOPLE STILL SEEM TO THINK.
    Why not? All the problems stem from having to wade through hundreds of NPCs standing in one room.
    (1)

  3. #463
    Player

    Join Date
    May 2011
    Posts
    31
    Quote Originally Posted by Sorel View Post
    Absolutely not, sir.

    In the IT world, we don't call anything "better" unless it clearly has two components.

    Better = Faster + Easier.

    If it's slower, users won't think it's better, no matter what features it has.
    If it's harder to use, users won't think it's better no matter what features it has.

    This is also known as the Windows Vista Phenomenon.
    Although I agree with your statement, this is not the IT world.

    Your statement would of applied well if you were discussing a windows application to make something easier for users.

    I'm not hatin' by the way, just saying.
    (0)

  4. #464
    Player
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    678
    Quote Originally Posted by Sorel View Post
    Absolutely not, sir.

    In the IT world, we don't call anything "better" unless it clearly has two components.

    Better = Faster + Easier.

    If it's slower, users won't think it's better, no matter what features it has.
    If it's harder to use, users won't think it's better no matter what features it has.

    This is also known as the Windows Vista Phenomenon.
    And in MMO terms that means that the Market Wards and EVE's System fail. Thanks for proving my point.
    (1)

  5. #465
    Player
    Tiraelina's Avatar
    Join Date
    Mar 2011
    Posts
    476
    Character
    Tiraelina Kyara
    World
    Sargatanas
    Main Class
    Pugilist Lv 70
    Reading about how something works and actually using it are two entirely different things, and yes this game desperately needs a way to remove items from the economy. Desynthing would probably be the best route.
    (1)

  6. #466
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by Kurokikaze View Post
    And in MMO terms that means that the Market Wards and EVE's System fail. Thanks for proving my point.
    You're quite welcome. I'm an equal opportunity debater. I don't ignore valid points simply because I disagree with them. But when one person is championing a viewpoint so well, I feel little need to pile on. So it might seem like I'm ignoring them.
    (0)
    Last edited by Sorel; 05-29-2011 at 02:18 AM.

  7. #467
    Player
    Micronowski's Avatar
    Join Date
    Apr 2011
    Posts
    48
    Character
    Micro Jade
    World
    Diabolos
    Main Class
    Marauder Lv 18
    IMO just add an ability to search for a specific item via a search box and allow the player to purchase an item without having to enter the wards and the problem is solved.

    PS. link the 3 cities wards together
    (4)
    C8H10N4O2

  8. #468
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    451
    I think, for the sake of the extreme, I will engage in a ridiculous amount of hyperbole.

    ----------------------------------------------------------------------------------

    SE is coming out with these new raid dungeons, and the purpose of raid dungeons, is to get awesome rewards at the end.
    Dungeons are intended to push teamwork to the limit, and players can expect a level of satisfaction (and spoils!) befitting the challenge
    Now, it seems that an awful lot of system resources and player time are going to be wasted in handing out this gear to the players. I mean, first you'll have to do whatever is needed to get INTO the dungeon, then fight through the dungeon, then spend a fair amount of time actually FIGHTING the dungeon boss. In addition, the devs seem to spending a LOT of time developing all this. Not only that, but I doubt that the servers will be up to handling animating and moving all of these NPCs. Especially once new subscribers come back. I mean, look how badly the servers are crashing WITHOUT ANY dungeons!

    It would be much faster to develop, and much more efficient for players to get this nice gear, if SE would just replace this 'raid dungeon' concept with a simple menu driven system. Players simply access an NPC, select which dungeon they want to complete, select which gear reward they want to receive, and said gear is instantly delivered to them!

    Bonuses of this system:
    Doesn't waste system resources animating and controlling hundreds of NPCs
    Doesn't waste player time having to actually move to and through the instanced area
    Provides a clear and easy to use interface that allows the player to get exactly what he wants in the minimal amount of time.

    --------------------------------------------------------------------------

    Okay, extreme hyperbole off. I know it's a ridiculous example. But I just couldn't help myself. Flame on!
    (1)

  9. #469
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Amineri View Post
    I think, for the sake of the extreme, I will engage in a ridiculous amount of hyperbole.

    ----------------------------------------------------------------------------------

    SE is coming out with these new raid dungeons, and the purpose of raid dungeons, is to get awesome rewards at the end.


    Now, it seems that an awful lot of system resources and player time are going to be wasted in handing out this gear to the players. I mean, first you'll have to do whatever is needed to get INTO the dungeon, then fight through the dungeon, then spend a fair amount of time actually FIGHTING the dungeon boss. In addition, the devs seem to spending a LOT of time developing all this. Not only that, but I doubt that the servers will be up to handling animating and moving all of these NPCs. Especially once new subscribers come back. I mean, look how badly the servers are crashing WITHOUT ANY dungeons!

    It would be much faster to develop, and much more efficient for players to get this nice gear, if SE would just replace this 'raid dungeon' concept with a simple menu driven system. Players simply access an NPC, select which dungeon they want to complete, select which gear reward they want to receive, and said gear is instantly delivered to them!

    Bonuses of this system:
    Doesn't waste system resources animating and controlling hundreds of NPCs
    Doesn't waste player time having to actually move to and through the instanced area
    Provides a clear and easy to use interface that allows the player to get exactly what he wants in the minimal amount of time.

    --------------------------------------------------------------------------

    Okay, extreme hyperbole off. I know it's a ridiculous example. But I just couldn't help myself. Flame on!
    Way to add negative intelligence to the topic.
    (0)

  10. #470
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Amineri View Post
    I think, for the sake of the extreme, I will engage in a ridiculous amount of hyperbole.

    ----------------------------------------------------------------------------------

    SE is coming out with these new raid dungeons, and the purpose of raid dungeons, is to get awesome rewards at the end.


    Now, it seems that an awful lot of system resources and player time are going to be wasted in handing out this gear to the players. I mean, first you'll have to do whatever is needed to get INTO the dungeon, then fight through the dungeon, then spend a fair amount of time actually FIGHTING the dungeon boss. In addition, the devs seem to spending a LOT of time developing all this. Not only that, but I doubt that the servers will be up to handling animating and moving all of these NPCs. Especially once new subscribers come back. I mean, look how badly the servers are crashing WITHOUT ANY dungeons!

    It would be much faster to develop, and much more efficient for players to get this nice gear, if SE would just replace this 'raid dungeon' concept with a simple menu driven system. Players simply access an NPC, select which dungeon they want to complete, select which gear reward they want to receive, and said gear is instantly delivered to them!

    Bonuses of this system:
    Doesn't waste system resources animating and controlling hundreds of NPCs
    Doesn't waste player time having to actually move to and through the instanced area
    Provides a clear and easy to use interface that allows the player to get exactly what he wants in the minimal amount of time.

    --------------------------------------------------------------------------

    Okay, extreme hyperbole off. I know it's a ridiculous example. But I just couldn't help myself. Flame on!
    its actually exactly the same thing. Its the same thing as instant transportion versus walking/airships/chocobos. What it boild down to, is many people dont want to engage in marketing/merchanting, but they want to have the results, so they want the system to be as immersionless as possible, they simply dont want to play that game, so they want it to be as simple and easy as possible. Even with eve examples there is a whole travel aspect.

    notice no is trying to make AH more fun, or interesting in its execution, thats because its not about making merchanting/marketing/trading a better type of game, its about eliminating it from being a game element. Which is fine, you hate merchanting, and want the game to be completely about battle, thats a valid opinion, but dont act like you are making a better game, you are simply removing a game element from a game you dont like. Like if you suck/hate at dribbling in basketball, go on a crusade to remove it from the game, after all its not as effecient and makes the game uneccarily difficult.

    of course this only makes sense if you think basketball is just about shooting and passing.
    (1)

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