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  1. #1
    Player
    Xatsh's Avatar
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    Mar 2011
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    Uldah
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    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Adding new or interesting content will not work without a major change in the backbone of the game.

    They can add 100 unique dungeons, 50 8 man instance boss fig...."Raids". 10,000 strong unique voice over quest in the expansion.

    But if there is still 1 max level raid and dungeons are for nothing but token gear... the game has the same problem as it has now.

    You need complexity in a mmo, you need grind in a mmo. The goal is to make them fun. Easy, Ultra balanced, simple = boring and extremely limited of a game. MMOs should start off ultra simple and get more and more complex and deep as you get to endgame. If a player cannot figure it out THEY DESERVE TO FAIL AT ENDGAME. the catering to the lowest common denominator is why game are getting more and more blah as time is going on. Complexity and depth + alittle bit of unballanced > ultra simplistic and perfect balance.
    (3)

  2. #2
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Xatsh View Post
    Adding new or interesting content will not work without a major change in the backbone of the game.

    They can add 100 unique dungeons, 50 8 man instance boss fig...."Raids". 10,000 strong unique voice over quest in the expansion.

    But if there is still 1 max level raid and dungeons are for nothing but token gear... the game has the same problem as it has now.

    You need complexity in a mmo, you need grind in a mmo. The goal is to make them fun. Easy, Ultra balanced, simple = boring and extremely limited of a game. MMOs should start off ultra simple and get more and more complex and deep as you get to endgame. If a player cannot figure it out THEY DESERVE TO FAIL AT ENDGAME. the catering to the lowest common denominator is why game are getting more and more blah as time is going on. Complexity and depth + alittle bit of unballanced > ultra simplistic and perfect balance.
    May I ask why you need to change the backbone to add new and interesting content? Developers said themselves the current system built right now was specifically designed to allow them to be open on how they approach content. Your argument seems invalid and I like to think the developers know how the backbone of their own game works before you or myself do.

    Adding a variety of top gear raids and content is not a bad thing at all, however you have to consider the time it takes to make these things, its a damned if you do, damned if you don't situation. Yoshi-P just said in an interview recently that putting so much into one patch is possible, but they have no luxury in doing so. They have things set up right now where people expect something new every 3-4 months, and they have been able to deliver on that for the most part. To make more content per patch for your "options" argument sets the game back months, like WoW does now releasing a major patch every 6-7 months. People will not like that, SE is not at a place in FFXIV where they can do that and people will be willing to deal with it. It isn't like WoW where they have created a 2nd home for these people, people who will complain, but wait that long of a time for content. WoW just has that special grip on people. FFXIV is no where near that luxury yet. So while yes, it would be nice for multiple areas to get the best gear in, you have to look at it from a developer stand point, not a entitled standpoint. FFXIV devs give us much more than a normal MMO development team does rather if you believe that or not.

    When you want complexity, you have to take with a grain of salt that your game just became a niche one. Depth vs. Complexity, like the video I posted said, the more depth you have with the least amount of complexity possible is good game design when approaching a broad audience.

    As much as I loved FFXI, it faulted on being too complex for it's own good. It threw you all the rules at the beginning and barely and leg room to learn as you progress. I played a Warrior and FFXI was basically my first game into the MMO world. I had no idea where to go, how to work anything, how to earn myself more gil. While I don't believe in hand holding, it just threw everything at me and was left confused. I even remember my first party in the Valkurm Dunes, I had no idea of the Tank <> DPS <> Healer system. I go in there and I was expected to tank. What the hell is a tank? You can say there is a sense of charm and wonder figuring things yourself, I call bull on that one. Its like making me play Chess and I never played it before and I have been given no explanation of how it works. How am I suppose to know the Knight goes in a -L- shape?

    Now lets jump to FFXIV, while its not perfect in it's own right, it does go out of it's way to explain and teach a new player what you are, what your role is, and not throw you out there with a sword and be like "Okay do something!". Having no sense of direction is just as bad as too much direction. People even complained in 1.xx that the sense of direction was near non-existent, and a beginning tutorial would of helped.

    Before I go too off topic. You don't exactly know the difference between easy and depth. I dare people in here to try Dwarf Fortress and see how many play the game without quitting after a short period of time. Complexity doesn't make things magically fun, it makes it frustrating and something people don't want to deal with. That is the beauty of FFXIV's design for better or worse is that people can engage in the -content- without the worry of dealing with their mechanics. What I see people are asking for in their design for FFXIV is basically this:

    https://www.youtube.com/watch?v=YVfzWpmyXXk

    So basically, you should rely on the depth of content to be where the difficulty is, not complexity in how you need to manage your UI and gear. If you are so bored with things, it might not be the game, it just might be you are bored with what is around you. That is your opinion, but saying that the game isn't complex in it's mechanics enough seems like a poor argument. Completely changing how the backbone of the game works helps absolutely nothing and only causes more problems. This why I will say again, the developers will never take your pleas for this seriously.

    If people can convince the developers why the current system is broken (Hint: It isn't at all) and not just boring, then please step up and give your take on it. Elemental wheels are not here because they are unbalanced and can easily break fights. Don't believe me? Play FFXI and 1.xx, hello manaburn parties. Don't have BLM? Sorry no invite for you. Hey notice in FFXIV no one is getting thrown out? Because it doesn't have stupid crap like elemental wheels holding it back. Sure DRG's are in need of a fix for Final Coil, but look how easy in theory it is to fix without too much complication of conflicting with other jobs. You don't have to consider elemental wheels or several different combinations of stats. Its there, simple to manage.

    Its just kind of sad how many people don't appreciate this. The simplicity of the system goes way beyond what you think it is, both on player side and developer side. But nope, lets put FFXI's system in, you know, that one that has not been able to give any form of balance since the first day it came out? And still struggling to do so even to this day? Yea guys, lets put that in there. FFXIV 1.23 had the same exact issues, only preferred jobs for certain situations, how horrible game design that is.

    Not saying how I look at the approach of MMO's are perfect, but people seriously need to consider from all angles why a certain system the way it is before you cloud your mind with senseless entitlement. FFXIV: ARR is by no means a perfect game and clearly needs some improvements here and there, but thinking changing the backbone of the game is necessary is completely false and only delusional if you think so, scraping the bottom of the barrel to find any excuse. I've said this since beta, the developers will not listen to destructive criticism unless you can in fact prove the aspect is broken. Help improve what is there, and suggest new things that an improve that is already there, not tear it down and start anew.

    Crying out loud, i'm just a damn broken record. Alright now here come the pitchforks from people. >_>
    (12)

  3. #3
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Velhart View Post
    People complain about MMO's being grindy, and the same people want to put merits into the game? You guys -really- don't know what you want. Also, there is no creativity in merits, you will do the optimized set up like everyone else and you will see at the end of the day you just added an unnecessary extra grind to the game. Again, ask for more refreshing, different forms of "content", not potential game breaking changes.
    Given the base design for ARR, there's not much that I can think of that I would not hate down to the bottom of my soul.

    If asked about issues with the game's distribution of gear, I'd point to the fact we've had a handful of bosses and loot tables to go through per content patch. This number I expect to get bigger as the game ages, though. I wouldn't be opposed to implementing overworld bosses that drop current-patch gear (for example, Behemoth changed to scale with player level and drops one piece of ilvl120 gear per full party when killed); loot rules would have to be changed so that you get the loot roll window without having it tied to treasure chests.
    (0)
    * 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)

  4. #4
    Player Tiggy's Avatar
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    Aug 2013
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    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    *Slow clap*
    (1)

  5. #5
    Player
    Avarghaladion's Avatar
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    Sep 2012
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    121
    Character
    Avarghaladion Thaliiavas
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    In general, I haven't seen most people wanting things to be made that complex... just any sort of change to give the gameplay even the slightest bit more depth. The game has potential and there's a good foundation but there's just not enough here to run a decade of status quo additions. I can't think of a more simplistic MMO in regards to virtually every aspect of the game. The areas where they do try to add complexity are silly (ie. colouring your choco, changing the appearance of your equipped gear, dying certain gear). It plays kinda like a last-gen, single-player hack 'n slash only with every fight being completely identical every time you run it and with less than half the content. Of course people aren't going to have ongoing appreciation for that, especially not when they're paying a minimum of ~$144/yr for it (forcibly so if they own housing and don't want to lose it). We pay way more for this than any number of big budget titles and SE's quality control is quasi-existent, at best.

    Also, I believe your statement here is very inaccurate:

    Now lets jump to FFXIV, while its not perfect in it's own right, it does go out of it's way to explain and teach a new player what you are, what your role is, and not throw you out there with a sword and be like "Okay do something!". Having no sense of direction is just as bad as too much direction. People even complained in 1.xx that the sense of direction was near non-existent, and a beginning tutorial would of helped.
    If SE did such a fantastic job of teaching people their roles in XIV there wouldn't be i110 players with no idea how to fulfill their roles' basic requirements, let alone how to optimize those roles in a very simplistic game. I feel your perspective here is coloured by the fact that you're personally a more experienced gamer in the MMO realm now, so you can catch onto things faster. XIV does provide "direction" in the form of the extensive hand-holding quest chains, but it certainly doesn't provide any more guidance than XI or any other MMO. Even the class/job quests that are designed to test one's ability to apply what they've learned just pump players full of echo until they clear them.

    Finally, the "here's a sword, enjoy your adventure" approach is a bit of RPG flavour whereas XIV is very very much an extreme case of a traditionally scripted JRPG to the point where there is zero customization and the path is essentially linear. I suspect the reason they chose to follow a more western RPG model in the past has been due to its ability to grant longevity and diversity to a long-running title. XIV is almost 100% pure JRPG. Pretty bold move but as everyone and the dev's are gradually realizing, making content in a totally linear system you're trying to draw out for years and years and years and years is a real whore. They're utterly dependent on every cheesy method under the sun to stall the playerbase as much as possible and as frequently as possible in pretty much every facet of gameplay.
    (6)
    Last edited by Avarghaladion; 12-01-2014 at 04:12 PM.

  6. #6
    Player
    LunaHoshino's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    785
    Character
    Luna Hoshino
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Avarghaladion View Post
    If SE did such a fantastic job of teaching people their roles in XIV there wouldn't be i110 players with no idea how to fulfill their roles' basic requirements, let alone how to optimize those roles in a very simplistic game.
    I'm pretty sure there would be, considering there will always be people who just plain suck at learning and remembering things no matter how many times others try to teach them. All they need is a couple of friends who can carry them through things or enough gil to pay their way through.
    (2)

  7. #7
    Player
    Avarghaladion's Avatar
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    Sep 2012
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    121
    Character
    Avarghaladion Thaliiavas
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by LunaHoshino View Post
    I'm pretty sure there would be, considering there will always be people who just plain suck at learning and remembering things no matter how many times others try to teach them. All they need is a couple of friends who can carry them through things or enough gil to pay their way through.
    There will definitely always be those people but it still stands that there's no more job-performance guidance in this than in any other MMOs. Don't get me wrong, I don't think that's a bad thing. I feel any RPG or really any game in general should let players learn and discover on their own as much as possible or at most through the use of conveyance.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Avarghaladion View Post
    If SE did such a fantastic job of teaching people their roles in XIV there wouldn't be i110 players with no idea how to fulfill their roles' basic requirements, let alone how to optimize those roles in a very simplistic game. I feel your perspective here is coloured by the fact that you're personally a more experienced gamer in the MMO realm now, so you can catch onto things faster. XIV does provide "direction" in the form of the extensive hand-holding quest chains, but it certainly doesn't provide any more guidance than XI or any other MMO. Even the class/job quests that are designed to test one's ability to apply what they've learned just pump players full of echo until they clear them.
    This. If anything, the hand-holding we're given seems misplaced or even truncated, teaching little more than how to work quest triggers while ideas of skill and gear optimization, fulfilling one's own role, and thereby supporting other's roles, are all left without any in-game instruction outside of mentor players (who are great, and irreplaceable, but probably not desiring to teach every person who pops into tab-target combat MMO or its raid settings for the first time).
    (2)

  9. #9
    Player
    Avarghaladion's Avatar
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    Sep 2012
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    121
    Character
    Avarghaladion Thaliiavas
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Shurrikhan View Post
    This. If anything, the hand-holding we're given seems misplaced or even truncated, teaching little more than how to work quest triggers while ideas of skill and gear optimization, fulfilling one's own role, and thereby supporting other's roles, are all left without any in-game instruction outside of mentor players (who are great, and irreplaceable, but probably not desiring to teach every person who pops into tab-target combat MMO or its raid settings for the first time).
    Not to mention that in anything that matters, as long as they're passably skilled, it's more important to have memorized the mechanics than it is to know your job.
    (1)

  10. #10
    Player
    Velhart's Avatar
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    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Avarghaladion View Post
    In general, I haven't seen most people wanting things to be made that complex... just any sort of change to give the gameplay even the slightest bit more depth. The game has potential and there's a good foundation but there's just not enough here to run a decade of status quo additions. I can't think of a more simplistic MMO in regards to virtually every aspect of the game. The areas where they do try to add complexity are silly (ie. colouring your choco, changing the appearance of your equipped gear, dying certain gear). It plays kinda like a last-gen, single-player hack 'n slash only with every fight being completely identical every time you run it and with less than half the content. Of course people aren't going to have ongoing appreciation for that, especially not when they're paying a minimum of ~$144/yr for it (forcibly so if they own housing and don't want to lose it). We pay way more for this than any number of big budget titles and SE's quality control is quasi-existent, at best.
    Like I said, you need to get out of the mind set that the backbone of the system is what is needed to be changed. Find depth in content, not what the hell is going on in your UI.

    If SE did such a fantastic job of teaching people their roles in XIV there wouldn't be i110 players with no idea how to fulfill their roles' basic requirements, let alone how to optimize those roles in a very simplistic game. I feel your perspective here is coloured by the fact that you're personally a more experienced gamer in the MMO realm now, so you can catch onto things faster. XIV does provide "direction" in the form of the extensive hand-holding quest chains, but it certainly doesn't provide any more guidance than XI or any other MMO. Even the class/job quests that are designed to test one's ability to apply what they've learned just pump players full of echo until they clear them.
    Sometimes you can't teach a person no matter how many times you try. There is a difference between a bad explanation of your game vs. someone who just does not want to learn the game. Also your statement is inaccurate. How you feel it was done is your own opinion, but pretty much most quests leading up to 50, especially your class/job quests and guildhests, are teaching you how to play the game in many perspectives. You are taught to play your class, explore crafting/gathering, look into playing other classes, party functions at 15+, and so on. Please don't compare it to FFXI where you are literally given no explanation of how your game works at all. You can criticize how the tutorial is done in FFXIV, but don't compare it to something that didn't even try to give a sense of direction.

    If you don't know where you are suppose to go or know what you are doing in the first few minutes of you playing, that is bad game design. Even open sandbox games at least let you know what you should be doing and you find other things to do by exploring.

    Finally, the "here's a sword, enjoy your adventure" approach is a bit of RPG flavour whereas XIV is very very much an extreme case of a traditionally scripted JRPG to the point where there is zero customization and the path is essentially linear. I suspect the reason they chose to follow a more western RPG model in the past has been due to its ability to grant longevity and diversity to a long-running title. XIV is almost 100% pure JRPG. Pretty bold move but as everyone and the dev's are gradually realizing, making content in a totally linear system you're trying to draw out for years and years and years and years is a real whore. They're utterly dependent on every cheesy method under the sun to stall the playerbase as much as possible and as frequently as possible in pretty much every facet of gameplay.
    MMO developers using methods to stall players until new content comes? I never heard of that before.

    Quote Originally Posted by Avarghaladion View Post
    As rough as 1.0 was before they started fixing it, I never felt this pigeonholed. The materia system was closer to how you've described and you could make choices with your gear to optimize different things for different situations. People do argue that it's harder to balance, which is true, but this isn't a tiny company. We pay a hefty subscription and their current model requires pretty much zero effort to go into maintaining game balance on account of there being only one "correct" way to play any job at any given time. Every job is pretty much a reskin. They axe murdered any concept of situational gear or abilities. Even killed the elemental wheel, a staple of RPGs and JRPGs alike. Kill Ifrit with Fire! Kill Ramuh with Raiton!
    It matters not the size of your company, balance is balance and the most difficult thing to deal with in an MMO. Not exactly people with lab coats figuring this stuff out. I will say this again and a million more times if I have to, you cannot beat people's BiS methods. No matter how many different variations and concepts and options added to your job, there will always be one spec that dominates it all and everyone will do that. You cannot change that. SE already has options for you to build on certain secondary stats instead of others. The elemental wheel is a broken system, both FFXI and XIV 1.xx proved that.

    If you want a broken game that has a chaotic form of keeping balance and keep certain jobs out of content, then please, keep making these suggestions. I will however be suggesting ideas that improve on what is already there, like content, because the stat system isn't broken.
    (0)
    Last edited by Velhart; 12-03-2014 at 01:07 AM.

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