We had this in 1.0. Yoshi took it away because of his precious WoW holy trinity system. He wants things to be as simple as possible for new players, and that means no customization.

We had this in 1.0. Yoshi took it away because of his precious WoW holy trinity system. He wants things to be as simple as possible for new players, and that means no customization.

And it was incredibly unbalanced and complex.
And it has less to do with the trinity (which, by the way, isn't his and neither is it WoW's; it started with EQ) and more to do with the fact that ARR is designed for new gamers and MMO players which meant keeping things simple.
But the biggest problem with any kind of customisation system is that there is really only 1 customisation you are allowed to use if you want to join any kind of end game group. There are some players who can pull off unique and interesting choices but for the most part players prefer to look up the "standard" and go with that because they aren't the kinds of players who can understand and appreciate the subtleties of a game. Generally, it's an illusion of choice. Even with the simple cross class choices of ARR, it's very obvious that most of those "choices" aren't actually choices at all.
It's very difficult in an MMO to balance customisation and still have it be true choice. Single player games have it easier because your choices as a player do not affect anyone else. In an MMO, though, those choices directly affect the party you are with. So unless you play solo in an MMO (which isn't really how it works), then customisation is customisation in name only. Just like how having horizontal gear progression is also an illusion; there's still a best set for a given role/action.


Deffo the same goes for me too, I'd love to see the game become interesting again and customization is what does it for me. It doesn't have to be even the mix and match system of 1.0 either. Talent trees, ability points to boost skill power, multi-spec, just...something.
I see a lot of 1.0 comparison's being thrown around and I dug out a couple of my old videos to show the old system vs the new system. To show how the world was balanced and offered a fair challenge vs the new system of facerolling simple.
Sirocco Pre 1.20 - https://www.youtube.com/watch?v=aUR-lPpEbsU
Sirocco at 1.20 when Yoshida started taking over - https://www.youtube.com/watch?v=MQOgtbwZ0-I
Both cases I won the fight though pre 1.20 I was more challenged and had to put the full use of my abilities to win and through it all still came a lot of very close calls. Not bad for someone who never played a FF MMO until XIV 1.0 huh? Versus 1.20 where it took me longer to buff myself then it took to win the fight >_>
Also I'd like to mention to the people that are worried about cross class abilities being far too over powered. In my first run all those cross classed THM and CON abilities functioned at maybe 3/10 'ths their full power cos I was set as lancer. My Cure 2 at level 49 functioned as a CON's Cure 1 if they were level 10
Last edited by Aylis; 11-16-2014 at 09:07 PM. Reason: /1000 char
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