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  1. #10
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by DefendPopPunk View Post
    The stadium of thought that this game was designed from would have to be microscopic if you're saying that added complexity in the form of pet jobs such as pup would lead you to believe it's too much. It's funny that you mention a system too complex being written for gamepad users, yet the OP's example was from a game that had primarily PS2 users ...
    I was baiting that reply. Because if we are designing puppetmaster, or any other class based off FFXI mechanics, we have to keep some things in mind.

    First off, FFXI was a menu-based MMO, verses a Hotbar based we have now. Much of what made FFXI workable with a controller, was the extensive Macro writing on behalf of the players that made the game functional for them. There was much, much legwork required to play the game adequately, and much of it is not even possible in FFXIV, such as Gear Swapping.

    We also have to keep in mind that the mechanics of FFXI appealed to a highly niche audience. The amount of intricacy of the class would likely have to be tuned to to audience this game is targeting, rather than a simple transposition of concept. You could bleed far more players than you retain if you cause the gameplay to shift to a level of being so obtrusive that it raises the barrier for entry.

    Additionally, the pacing of the game was much, much slower, allowing more methodical methods to be used, and fit with the theme of the game. In similar respects, look at how the concept of Ninja was created. 3 Runes, that in various combination, creates different attacks - rather than a large spell list. Complexity through simplicity. I can see Puppetmaster working in similar methods, with fewer parts and components to overwhem a player with.

    However, certain marrying of concepts have at their base line come with pretty bad consequences - a clear example of matters is how Hunts (open world competitive content) was implemented and the fallout that is still occurring on that as they continually adjust it.

    So caution, more caution then they have displayed, I feel, is warranted when pitching and handling these ideas.
    (2)
    Last edited by Hyrist; 09-06-2014 at 05:04 AM.