Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 24
  1. #1
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80

    About roles and balance.

    Roles:
    When you check the forums or ask in-game about the jobs most desired by the players, there are always different responses but some a very recurrent; red mage, blue mage, dancer, dark knight, even green mage has some threads.
    What does this mean? Those jobs a hybrids and some support (buff/debuff) based, in others words, the so called holly trinity is hindering this game and denying what the players (customers) want.
    Perhaps it's time to implement the hybrid role Yoshi have mentioned previously.
    Once we add the hybrid role (which serves multiple roles), you'll be able to have two players from each role, for a total of 8 people
    Taking this sentence into account we can assume that the game was already balanced with the hybrid role in mind, and the reason it's not implemented by now it's because, as Yoshida said in a live letter or letter from the producer, they will not implement it anytime soon to keep the “matching” system simple for the for the new players.


    Balance:
    There are several reasons to have a game balanced, to avoid power creep, to avoid player and class exclusions, to provide a good degree of difficulty...
    Again, the so called balance, just like the “un-holy trinity” is hindering the game, but don't take this wrong, i do think balance is needed, but not the way it is being handled.
    The most heavy reason for some players to to reject buff/debuff classes is the class exclusion, if you design a battle around a buffer/debuffer class it will be mandatory, and will make recruitment times longer, and take a spot some other class could have taken.
    That's terrifying... but well it's already happen and will always happen, we can't deny it, as long as there are hardcore raiders they will always maximize the efficiency of their ptys, this is unavoidable, and ignorable at the same time if we take into account 2 things, they hardcore raider player-base is a small minority in this game, and, the game is designed to have various classes leveled in a single character.
    So, as an idea to make this work, 2 changes are needed, separate token/loot lockouts/caps, per classes, and a change in the loot system, some times we may be forced to use a class we don't want to, to clear content, this is already happening, and because of this i think the “need” capability should be selected before starting the instance and not linked to the current equipped class.

    Lets talk about another big fear, player exclusion, well this is already happening, though we were promised by yoshida in the 1.xx era, that ffxivARR would be a game where hardcore, casual, experienced and new games would be able to play together. Well this is the bigger lie, because in favor of balance, this game battles have been designed with very specific player limits (party size) and around a trial and error system, the enemy of the the new players and best ally of the so hard to obtain statics, and this have been said by casuals and hardcore alike; “the difficulty of coil resides in your capability to make/find a static”.

    Well, for me is clear, trial and error systems has nothing to do with player skill, it's just a false difficulty that promotes player exclusion.

    If i have to give an idea to solve this, i would say, less 1shot mechanics, more reactive and less predictable battles, without making it fully randomized. give us chances to recover from an almost certain wipe, it's an important player skill after all, and please, give us more than one way to win a battle, something else than an unexpected way, like coil2 enrage.

    Balance is always good but it should never be preferred over functionality and fun, because it leads ro repetition and boredom, a scripted trial and error battle can seem balanced and fair, but it's not and it's of course far from being fun.

    TLDR: there's no such thing, a forum is a place to read and write, if you're not capable of it, this is not your place.
    (3)
    Last edited by Renik; 10-05-2014 at 02:55 AM.

  2. #2
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    In 1.0 originally you had more options for a hybrid class such as a bastardised Red Mage, but then the 1.2x? (forgot which ones) did an overhaul of the battle system along side the introduction of job abilites/gear.

    In some ways, the simplicity of the current system allows for fast match-making and simple party managment.


    Where-as an XI system allows people to pick, choose and exclude.
    For example some jobs in XI in most end-game content now get excluded right off the bat, you'll virtually never see a Blue Mage.
    (0)

  3. #3
    Player
    Grey_Cain's Avatar
    Join Date
    Oct 2011
    Posts
    426
    Character
    Cara Verant
    World
    Ultros
    Main Class
    Conjurer Lv 90
    If you take the roles in the context of the game you'll find a common reason for why we haven't received those jobs: No new jobs have been added since release.

    Rogue/Ninja is the first, and we absolutely know that more are coming. Red Mage, Dancer, Dark Knight, even Green Mage could be added in the expansion, but we just don't know yet (Blue Mage is already confirmed not to be happening, though, because of it's OP nature).

    So how about waiting until we find out what new jobs are actually coming before passing judgement on why certain ones aren't coming.
    (0)

  4. #4
    Player Dashuto's Avatar
    Join Date
    Aug 2011
    Posts
    317
    Character
    Dashuto Moragan
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    OP I cannot recommend this thread to you enough:

    http://forum.square-enix.com/ffxiv/t...apanese-Player

    You seem to share views in detail.
    (0)
    Last edited by Dashuto; 10-04-2014 at 11:18 PM.

  5. #5
    Player
    Xystic's Avatar
    Join Date
    Oct 2013
    Posts
    734
    Character
    Belcross Panda
    World
    Famfrit
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Renik View Post
    If i have to give an idea to solve this, i would say, less 1shot mechanics, more reactive and less predictable battles, without making it RNG.
    First of all, if you want less predictable battles isn't this going to involve RNG in some way, shape or form? RNG is what produces the less predictability in MMOs. If you produce a script where "X" is achieved and "Y" occurs but can happen anytime in the encounter, that isn't very less predictable because you already know what causes "X" to be achieved therefore producing "Y".

    How do you intend to produce less predictability without any form RNG behind a mechanic?
    (3)

  6. #6
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Xystic View Post
    snip
    It is impossible. even real life involves RNG, and of course you can't make a game without any RNG and call it hard, the idea is simple, scripted phases on RNG, RNG on minor attacks and debuffs, and a minor AI, reactive as you say X triggers Y. I'm not talking about an uncontrolled RNG, like titan doing mountain buster 3 times in a row, i'm talking about giving variables to the scripts to make them less predictable and more reactive without leading to "impossible to beat combinations." Of course this would mean less 1shot mechanics, unless they are triggered by percentages or time.

    And please, i know a big part of the forums hate RNG and will go against anyone supporting it, so don't just throw it, because RNG is not as simple as a dice, it has to be placed and controled.
    (0)

  7. #7
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Quote Originally Posted by Grey_Cain View Post
    If you take the roles in the context of the game you'll find a common reason for why we haven't received those jobs: No new jobs have been added since release.
    This is the truth.

    The Holy Trinity setup isn't what's preventing new jobs from being released. Even Blue Mage can be adjusted to fit the current system, it would just need more work to implement than a more straightforward job like Ninja.

    The biggest challenge for the developers is for the new jobs to actually feel unique, and not just be job X with abilities with different names and visual effects.

    Just look at Paladin and Warrior at release. The mechanics of both jobs were pretty different (Paladin prevented damage, Warrior used self-healing to recover from damage taken). But when the Warrior rework happened many complained that the Warrior became too similar to Paladin because it now focused more on preventing damage too.
    (0)
    Last edited by Gilthas; 10-05-2014 at 01:37 AM.

  8. #8
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Gilthas View Post

    The biggest challenge for the developers is for the new jobs to actually feel unique, and not just be job X with abilities with different names and visual effects.

    Just look at Paladin and Warrior at release. The mechanics of both jobs were pretty different (Paladin prevented damage, Warrior used self-healing to recover from damage taken). But when the Warrior rework happened many complained that the Warrior became too similar to Paladin because it now focused more on preventing damage too.
    On the other end of the spectrum, warrior on release was just absolutely bad at main tanking certain fights because they lacked damage prevention (and self-healing did nothing in this situation). Right now I feel warriors play differently enough from paladins that healing them is two different beasts, but both are still capable of being the MT or OT for fights.

    Trying to introduce a fourth role (support) would also require a complete overhaul on the dungeons and queuing system, and it'd probably place more of a burden on dps queues. Despite this, people still try to label bard as the "support" so they can probably try to incorperate it into dps... which brings into another problem of whether or not they're going to end up being required, optional or suboptimal to bring to a raid.
    (1)
    Last edited by RiceisNice; 10-05-2014 at 01:50 AM.

  9. #9
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Gilthas View Post
    The biggest challenge for the developers is for the new jobs to actually feel unique, and not just be job X with abilities with different names and visual effects.
    This is why we need the hybrid role to be implemented, it has been studied and the game is already balanced around it, but Yoshida decided to cancel/delay it in favor of the new players and hte match system, and i can understand the part of the match system, the game launched without the hybrid role, and releasing it now could cause some queue issues, but the sooner the better, this game is already very limited, making this change the sooner will be the best in the long run.

    On a more personal point, i don't want to play blue mage which is purely DPS, a nuker red mage or a healer green mage, if they are going to half implement those jobs they better just don't implement them.
    (0)

  10. #10
    Player Lithera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,225
    Character
    Randolont Althoreaux
    World
    Midgardsormr
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Gilthas View Post

    Just look at Paladin and Warrior at release. The mechanics of both jobs were pretty different (Paladin prevented damage, Warrior used self-healing to recover from damage taken). But when the Warrior rework happened many complained that the Warrior became too similar to Paladin because it now focused more on preventing damage too.
    Yah that's because healers are lazy and no matter how much ability to regain their own HP WAR had..people would see their HP plummet and be pouring out cures and immediately say PLD is better because we have to heal less...I used to get overhealed bad as WAR before the changes to the point I was wasting my CDs on a full HP bar because healers are so reactive.
    (0)

Page 1 of 3 1 2 3 LastLast