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  1. #1
    Player
    KirigayaKazuto's Avatar
    Join Date
    Oct 2012
    Location
    Limsa Lominsa
    Posts
    39
    Character
    Nala Fortuna
    World
    Adamantoise
    Main Class
    Ninja Lv 60

    Didn't know where else to post this.

    So read something and don't get me wrong i'm loving the game so far but what was said in this post i found on reddit made alot of sense, considering this is probably the best place to give feed back so that changes do come about... here it is:

    Let me preface by saying I would appreciate if my post was at least read before being downvoted. I understand negative threads often flounder here, but I'm genuinely just looking to have a discussion
    ARR has a number of strengths (Primarily from a production value standpoint) but the more I've played it and the longer I've been exposed to the direction of the game and Yoshi's standpoint and design philosophies...I can't help but feel that he's not sure what he's doing. Not that he's a poor director, but more like they don't have any clear direction for A Realm Reborn.
    I'll give some examples:
    The biggest is the Armory System. One of the game's major selling points. The idea is (at least how it's described on the main website) that, one, you can play every role on a single character, and two, can mix and match skills. But as we've seen at every point, they're intent on designing content lockouts (Coil once a week, Crystal Tower once a week, Extreme Primals once a week, treasure maps once a day, beastmen camps once a day) around individual characters. Not role based as would compliment this design choice. You're actually punished in a sense for making use of the Armory System in that having alt characters per class avoids the lockouts.
    Additionally, the idea that classes can 'cross class' skills from other classes is greatly stunted in numerous ways. For one, classes are built around a very central rotation. It makes it hard for cross class skills to function beyond fairly generic buffs like Raging Strikes because you can never differ from the core idea of the class. In 1.0, ignoring the critical reception for a moment, the class design was built around the idea of cross classing skills. People felt that characters became too samey and ended up not caring for it, but the point is they had a vision and designed around it. In ARR, it feels like they simply disliked the armory system but felt obligated to keep it. It doesn't mesh with the game well at all.
    And then you have crafting and gathering. Compared to most MMO's, these systems are really fleshed out in ARR. There's a lot of depth there. There's almost more crafting classes than battle classes, they have their own skill sets, their own gear, hundreds of recipes and materials... yet they are intent on making crafting and gathering have no place within the game. They don't want players forced into it, they feel as if they don't want players to avoid running dungeons for gear, they feel as if a strong player market promotes RMT abuse, so they've made it completely arbitrary and bypassable. Why put all of this effort into their crafting and gathering systems if they don't intend people to take full advantage of it? In my own world, if I were directing ARR, I would take this massive strength and roll with it. I would push the game heavily around crafting and gathering and player economy, simply because, hey, I have this really well done crafting and gathering aspect of my game.
    And taking that further, I'll bring up Dye and Materia. Both systems that form the game's biggest fountain of potential depth and customization, both visually and mechanically. They designed these systems and advertised them heavily...but pigeonholed them into an aspect of the game they clearly don't want people to use. Both dye and materia only apply to gear that is crafted (Mostly), and since they don't want people to progress their characters with crafting and gathering, both systems are doomed to go widely unused. Why take the time to develop three massive concepts and purposely build them to be unusable? Crating, materia, and Dye together have such a massive pool of depth. The game could be designed around crafting and materia with the systems they've built and could truly work. But they didn't.
    And finally I'll talk about the open world. The biggest, or second biggest complaint about the game's original release was its world design. How there wasn't much to see or do and it was visually uninteresting. So they literally made a new one...and then decided they didn't want people to play in it. They don't want players 'monopolizing' open world content, so they want everything instanced. The open world loses all meaning once you finish the story by design. I adore the open world in this game, but from mounts and teleporting, to cramped maps and numerous camps, and the complete lack of threat from mobs, the entire game's world comes off as even more sterile then its predecessor. While 1.0 was heavily copied and pasted, there were elements in its design that made it a tangible experience. Mobs were dangerous, there were rare things to hunt, you had to travel it to reach content. Why, why take the effort of making something as visually rich as ARR's open world when you don't want players to spend time in it?
    Does any of this make sense? Does anyone agree? Am I the only one that feels ARR's design comes off as incredibly backwards? I'm open to discussion and appreciate any civil comments whether they agree with me or not.
    http://www.reddit.com/r/ffxiv/commen...in_its_design/
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    Last edited by KirigayaKazuto; 12-31-2013 at 07:44 PM.

  2. 12-31-2013 07:25 PM

  3. 12-31-2013 07:26 PM

  4. 12-31-2013 07:27 PM

  5. 12-31-2013 07:29 PM

  6. 12-31-2013 07:30 PM

  7. 12-31-2013 07:32 PM

  8. #8
    Player
    Tanama's Avatar
    Join Date
    Aug 2012
    Location
    Phorampa Wildwood, Valeria
    Posts
    626
    Character
    Jenity Dionysus
    World
    Hyperion
    Main Class
    Archer Lv 80
    Nala, you can edit your original post to fit everything you've just written in these last seven posts.
    (1)

  9. #9
    Player
    KirigayaKazuto's Avatar
    Join Date
    Oct 2012
    Location
    Limsa Lominsa
    Posts
    39
    Character
    Nala Fortuna
    World
    Adamantoise
    Main Class
    Ninja Lv 60
    It kept telling me to keep my posts under 1k hence the character limitation so sue me =/ it might have to do with the fact that this is my first post/set of posts on the official forums ever perhaps the limitation is meant to prevent peeps from creating accounts and then spamming the forums? idk... well it seems to have lifted that restriction now so... meh fixed OP

    Also one other point that one of the commentators in that (thread?) made was and originally i was under the impression that jobs would have separate stat distributions or at least separate from the class, its kinda shitty that some one who plays both sch and smn has to decide which to focus or split their stat distribution or keep on hand 10k company seals and honestly doesn't bode well in my book when they decide to add the secondary jobs to the existing classes.

    Speaking of if that's really how yall want to handle stat distribution then i really recommend lowering the seal cost for that item and making it stack able in that case.
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    Last edited by KirigayaKazuto; 12-31-2013 at 07:48 PM.

  10. #10
    Player
    Anomander_Rake's Avatar
    Join Date
    Jul 2011
    Location
    I call Gridania home.
    Posts
    13
    Character
    Ezrael Azara
    World
    Seraph
    Main Class
    Lancer Lv 60
    I do agree with some of the things he said, Like why create such an amazing open world and then instance all the main events. and make all the wild mobs simple trash mobs, I would love to see some more diversity in exploration, where you feel immersed in the world. I by no means have gotten to end game yet and experienced all aspects of the world has to offer but I do see it as something they are holding back on for no apparent reason.

    About crafting, I do recall Yoshi-P mentioning they were intentionally keeping crafting simple at the beginning but they have a lot of plans to really expand it in future updates, something to do with balancing the economy, building some core foundations first so it adds more things to build on for later. Possibly just a way to keep players interested.
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