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  1. #1
    Player
    Dannythm's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    771
    Character
    Kenshiro Joestar
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    I'm not going to repeat what many posters have already said through this thread, and what I have been saying over and over since the alpha of ARR started (anyone interested can look at my old posts), but I agree completely, this game would greatly benefit from some added complexity and depth in all aspects (including the story-telling, I miss those lore threads in 1.0 trying to guess what events were in the present, which ones were an echo vision, etc, now everything is spilled with flashing lights and giant arrows "here's the plot!").

    Not forced complexity or depth for the sake of it, but adding elements that makes sense in the game universe and makes the game more interesting and overall more long lasting and better.
    (2)
    Last edited by Dannythm; 07-28-2014 at 06:09 PM.

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Dannythm View Post
    Not forced complexity for the sake of it, but complexity that makes sense in the game universe and makes the game more interesting and overall more long lasting and better.
    This issue I think is that people don't agree on what level of complexity is reasonable.

    For example, I'm against a plethora of unique stats like what the OP is asking for because it's going to create mandatory gear and it's guaranteed to screw up some aspect of class balance. I can get behind set bonuses like those seen in WoW's tier sets, though - bonuses that either enhance things that are already there OR introduce a new mechanic that is relevant to the batch of content the tier set is affiliated with. The catch being that said mechanics would become obsolete by the time the next expansion hits, which is fine since that's what progression calls for.

    I'm against multiple stat builds for jobs for similar reasons. Bonus being that you'd have people crying on forums because their Crit build DRG isn't doing the DPS a STR build DRG is. Then the namecalling and shunning that would follow. Those of you so proud of FFXI should know what I'm talking about here.

    I'm against certain death in the open world because all you're doing is giving people even MORE reason to use aetherites. There's also the concern over MPKs. There's little room to work with here since most of the stuff mentioned in these threads is bound to piss off a large group of people. Not to mention that it would make leveling miserable.

    I can get behind stuff like better mechanics for boss fights. Titan to me has been the posterboy of what I hope the devs do not do moving forward. If anything, they should probably look at something like the Sartharion fight in WoW. Possibly Mimiron and Heroic Lich King if you want to see how far you can push mechanics in a fight without making predictable rotations. BWL Nefarian if you want to be REALLY creative with how a raid boss can react to the raid comp.

    As always, what gets me is that people demonize simplicity like it's this cardinal sin of game design. Then proceed to ruin some aspect of the game and piss off a number of people. Some choose to not look at why stuff is designed the way it is and instead cling to whatever (in this comunity's case) FFXI/FFXIV 1.0 nostalgia, forgetting those two games had a plethora of flaws that affected gameplay, progression and balance...well, either that or they simply don't care about balance.
    (5)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #3
    Player
    Dannythm's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    771
    Character
    Kenshiro Joestar
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Duelle View Post
    As always, what gets me is that people demonize simplicity like it's this cardinal sin of game design. Then proceed to ruin some aspect of the game and piss off a number of people. Some choose to not look at why stuff is designed the way it is and instead cling to whatever (in this comunity's case) FFXI/FFXIV 1.0 nostalgia, forgetting those two games had a plethora of flaws that affected gameplay, progression and balance...well, either that or they simply don't care about balance.
    I don't want the game to be harder or force the players to have to sue spreadsheets to plan their characters, like people did in XI or Dark Souls, and I don't hate simplicity, what I want is not being spoonfed all the time and I want more depth for the game. For example, I love Portal, it's simple and easy to understand thanks to the clever developers that made 80% of the game a tutorial, or starcraft where you can get the main notions of the game just by the tech trees alone, but both games have a lot of depth that the players need to work to discover and enjoy.

    Simple systems and mechanics (which ARR has or can easily have given the game we already got) that dictate depth, that's what I want to see in the game and what I loved most from 1.0.
    (2)