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  1. #21
    Player
    Razzle's Avatar
    Join Date
    Mar 2011
    Posts
    749
    Character
    Razu Erisu
    World
    Omega
    Main Class
    Conjurer Lv 70
    The idea itself of players that start 9 months after release have to be even with players that start at release is silly.
    So what if that player is not in the same lvl as the vet? HE SHOULDN't BE. If he wants to he can work (play the game) for it. Doesn't have time? Too bad. Every game requires time, offline games too.

    And no, I don't play the game 24/7, I have a "life" and a full time job etc etc etc like the other guys.

    As long as developers will always want to cater to everyone, the game will have to stay bland and not "complicated", it sounds good on paper that everyone are even, but actually it means there is nothing to think about and just faceroll everything.

    Fact is, YoshiP knows that his fans will stick to the game no matter what and that's why he thinks new players matter more, so he cater to them more even though it makes the game less fun for vets.

    It's either have everyone even with faster party matches or have more upgrading options with slower party matches... SE picked the first. The annoying requirments players list can be annoying, but there is nothing you can do about it, that's part of MMORPG, if you're not good enough for the party leader, make your own or you know, *gasp* work and actually play the game to become good

    The skill upgrades don't even need to be game breaking... they can be slight upgrades just to have some kind of progression on skills lol
    (1)
    Last edited by Razzle; 05-12-2014 at 11:15 PM.

  2. #22
    Player
    Maxin_Rudy's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    37
    Character
    Maxin Rudy
    World
    Behemoth
    Main Class
    Lancer Lv 50
    actually, they could do something like WoW's glyphs... some skills have come glyphs that can change a little bit of it, like, a glyph that only works for dragoons that reduce the bonus damage taken from 30 to 20%, or a provoke glyph that works for everyone that make it have no cooldown, but triggers the global cooldown now, or a glyph that reduces the staight shot critical bonus, but increases its chance of triggering... they could make some glyphs that make some skills better and other that can change the skill into another new one... Of course, some of glyphs would be obrigatory to raiding content (like, provoking being not on CD, but triggering GCD, of course), but some would be optional (like, BFB reducing the damage i take, if there's nothing better, i'd use)....

    and, of course, make it like you can only use 4 or 5 glyphs aaaaand its done
    (0)

  3. #23
    Player
    odintius's Avatar
    Join Date
    Mar 2011
    Posts
    901
    Character
    Odintius Baelsar
    World
    Coeurl
    Main Class
    White Mage Lv 80
    I would like more depth to this game right know it gear on rails at this point here to wishful thinking.
    (0)

  4. #24
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,737
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    This game is far too robotic to bother with adding customization. Everyone will just customize the same way anyway, and if you try to be a special butterfly people will hate you for being sub-optimal. Unless they change all of the skills and make combat not rotation-based and bosses not follow specific patterns, there's just no point.
    (0)

  5. #25
    Player
    Nutz's Avatar
    Join Date
    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Fawkes View Post
    This game is far too robotic to bother with adding customization. Everyone will just customize the same way anyway, and if you try to be a special butterfly people will hate you for being sub-optimal. Unless they change all of the skills and make combat not rotation-based and bosses not follow specific patterns, there's just no point.
    While I agree to some extent, it's silly to suggest that it would be impossible to devise some form of skill advancement with actual options to be weighed. If the proposed system only augmented damage/ healing then it would likely be very cut and dry. Even so, it's another thing to do in game that at least makes it feel like you're progressing, and honestly it's a game so everything you do is to make you feel like you're progressing in some meaningful way while you're obviously just passing time on something you find enjoyable.
    (0)

  6. #26
    Player
    XNihili's Avatar
    Join Date
    Aug 2013
    Posts
    272
    Character
    Mewchat Bogz
    World
    Ragnarok
    Main Class
    Warrior Lv 55
    Like in FFXI, either the traits/abilities are relevant and you will be forced to follow everybody's template or they are not and it would not be really worthwhile (but could be "fun" still).
    It's pretty difficult to build different style/gameplay equal. I don't believe SE can achieve that.
    (0)

  7. #27
    Player
    Edellis's Avatar
    Join Date
    Dec 2013
    Posts
    754
    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    Quote Originally Posted by Razzle View Post
    The idea itself of players that start 9 months after release have to be even with players that start at release is silly.
    Skill points and glyphs are pretty stupid, at least they are in application in every MMO i've ever seen. There's literally no reason to have them over skills that are just well-balanced in the first place. It's a case point of artificial lengthening when it comes to how you spend your time, and usually money in the case of skill resets, in MMOs. When I reach level 50, and complete my final job quests, I intend to have every skill i need. If they want to add gear-oriented buffs, or Materia that alters properties (ala Final Fantasy 7), then that's fine.

    But in their application, things like glyphs are usually pointless for a reason -- they have to be balanced. Which means either:
    1) 1-2 paths are ever actually going to be viable, which everyone will figure out and spam quickly with guides online.
    2) to avoid optimal pathing they'll just be too insignificant to matter.



    And Skill Trees are typically even worse. The only reason they should exist would be to promote alternate paths of playing a class, which is completely useless in FFXIV because:
    1) Thats what jobs are for
    2) Other classes will be getting new job paths, similar to how Arcanist has Summoner/Scholar
    3) There's no reason to have skill trees ontop of jobs, especially when jobs in FFXIV provide you entirely new visual skillsets, and new classes offer Xclass abilities.




    I don't see the point in artificially gumming up the game with such crap when the same effect could easily be achieved with gear stats or a new materia system. And to anyone who would suggest i'm jumping the gun, sorry, but im not; you've probably played all the same MMOs as me. Skill Trees and Glyph systems would just be better off if they were already balanced into the game, instead of giving you the false "FREEDOM" of "CUSTOMIZING" your abilities.

    There's no more "CUSTOMIZATION" in these systems than our current Attribute allocation, which is only currently serving its purpose if you're playing Arcanist. Anyone else, and it's pointless.
    (0)
    Last edited by Edellis; 05-13-2014 at 01:50 AM.

  8. #28
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    What I would like to see and it being something more reasonable is getting unique materia that drops from normal monsters and bosses. This would be the easiest way to manage customization without having to add a "sphere grid", "merit point system" "licensboard", or a... "crystarium".

    The restrictions can easily be placed for open world only and it would be nice if open world dungeons occur (not saying it's easy to develop and manage this but it doesn't have to be stressful to constantly keep track of it this way, imho). This to prevent having to deal with dungeon, raiding, and pvp balance. Unless we get unique pve (dungeon/raid) and pvp materia. Not morale but materia more akin to FFVII's materia system but with more diversity.

    If anyone played Ragnarok Online they would know what I'm talking about.

    With a minimum of 2 slot on gear people can already give themselves element resistance (hopefully that means if enough Fire resistance you get healed instead from fire based attacks) and then add some more uniqueness.

    Weapons slots: 2x-4x cut, chance to apply status ailment attack, lifesteal, enhance damage, cure, and buff spells and abilities.
    Armor slots: resistances/immunities, nul status effects (think ribbon FFX), proc on hits, increase proc rates, enhance traits.

    etc
    (0)
    Last edited by Gormogon; 05-13-2014 at 02:33 AM.

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