 
			
			
				I'm not saying it is a bad thing, it's just something the dev team seems to be clearly avoiding at all costs. Even if it means boiling all classes down to the most basic template of Tank, DPS, Heal
Yes. God forbid the playerbase experiment and learn to do things in a way devs don't expect. Thank god that hasn't happened yet in this version of the game.The game is so "Basic" right now not because they want room to grow it's because basic is simlple to control and balance. Unique gameplay elements can play out unpredictably and turn into things that were not planned (FFXI Ninja for example was originally built as a damage dealer, but became a tank due to players learning to skillfully utilize shadows)



 
			
			
				Wrong. Duty finder is a thing and having 1 tank, and 1 healer is pretty much required with the other only two possible spots being DPS spots. Notice that any pre-made group can freely choose to ignore this configuration.Why was there exactly one tank, one healer, and two DPS positions in the party setup? Because they had 2 tank, 2 healer, and 4 DPS roles.
That people can freely choose to ignore the configuration is irrelevant. It has to do with the numbers one expects to see in terms of who is playing what. It is not a coincidence that the number of tanks, healers, and damage dealing roles currently in the game are proportional to the slots in a default party size. ST further cements this point by the fact Yoshida changed the default configuration and encounter design to accommodate the current job distributions.
Also, my point was that they have already stated they are trying to learn what works and doesn't work. We can debate the why's of their game mechanics all day, but all I'm doing is making an educated guess based on their visible system specs.
Last edited by Fendred; 09-07-2014 at 02:18 AM.
OMG, do any of you even REMEMBER the gameplay and class/job abilities of FFXI in the very first year of it's release before expansions and the other jobs that were added?
Since that was JP only imma go ahead and say .... no?
Also, XIV has been out 4 years now. By 4 years, XI was pretty swingin'
Oh boy do I miss my PUP from FFXI... I have found that no other class in any MMO is quite like it.
lolPUP main for life!
 
			
			
				The sad fact is this, due to the failure of 1.0(Where they were very creative and VERY ambitious in their MMO design)the developers for FFXIV are scared, no, TERRIFIED to try anything ambitious or creative for fear of having a 1.0 repeat.What is it? A request for more complex, thought out, deep jobs. Comparable to some jobs/classes seen in other MMOs. I used a specific example of a job from XI I came across while surfing, but it's not the only example out there.
I'm not saying the more straightforward jobs should go away. I would just like to see some options at the other end of the spectrum.
As it stands, the devs are sitting in a "safe zone" as it were. No one can scream of complain because "everyone's equal". Hence the "Lack of depth" as you say in jobs and classes. As long as they allow this fear to hold them back, nothing will change and the MMO will continue to go in this direction.
 
			
			
				I thought 1.x failed because they took XI as a reference, for me it seems like they tried to make a "better" version of XI changing things they wouldn't be able to change in the original game without upsetting a large amount of players, but just like if XI was released today it would fail miserably, so did 1.x, so for ARR they drew ideas and concepts from (and I quote) "Ultima Online, EverQuest, Dark Age of Camelot, World of Warcraft, Warhammer Online, Rift, Star Wars: The Old Republic and Guild Wars 2".
1.0 failed because it had some great ideas and concepts but none were actually fleshed out or working fully. It was almost as if they reached a point where the game was working to some degree and decided to launch it versus iterating and polishing its ideas. If anything FF14 1.0 was more inspired from games like SWG and UO.I thought 1.x failed because they took XI as a reference, for me it seems like they tried to make a "better" version of XI changing things they wouldn't be able to change in the original game without upsetting a large amount of players, but just like if XI was released today it would fail miserably, so did 1.x, so for ARR they drew ideas and concepts from (and I quote) "Ultima Online, EverQuest, Dark Age of Camelot, World of Warcraft, Warhammer Online, Rift, Star Wars: The Old Republic and Guild Wars 2".
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			 Originally Posted by Magis
 Originally Posted by Magis
					
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