FFE actually feels more like a final fantasy game. I'm not going to defend its grind or lack of story, but its skill and job customization is really nice and would be great to see if FF14 could implement a bit more of that.
FFE actually feels more like a final fantasy game. I'm not going to defend its grind or lack of story, but its skill and job customization is really nice and would be great to see if FF14 could implement a bit more of that.
Unfortunately, while I agree it is a very rich system... it's also a single-player game and in an MMO that kind of system is killed by two words: Balancing Issues
There's 2 issues that arise when making a system like this in a multiplayer-online game:
First, if you're trying to build a game that works on the 'Trinity' system of Tank/Healer/DPS then you totally destroy it with this type of system. Balancing in this is a nightmare since you have to adjust for every little setup that could possibly come about and it really is entirely unmanageable.
Second, no matter what 'options' you are given for your build, people will show what is mathematically the best build and you will be shunned if you aren't using it hence you really have no options. This is -already- a problem with the Cross-class skill system where specific Cross-class skills are required for specific jobs, and if you choose the wrong ones for whatever reason you're going to be called out on it.
TBH I think the overly infatuation with "balance" in MMOs is what killed the old school feeling of MMOs to begin with. The need for balance causes the developers to have over arching control over the tiniest details of the game. And in order for them to save themselves work, they simplify things. That's why Yoshi-P says that he won't implement more choices for job variation because in the end he believes people will pick the best one. Well that's not really the point is it? The point is to create an environment where people can experiement/play/test builds.
For example MOBAs
LoL and any moba game has a lot of balance issues because of the many many choices to build your character(hots is a bit of an exception). Sure the game is never truly "balanced" but does that keep people from playing the game? Last time I checked it doesn't because MOBAs are the fastest growing genre still.
So I don't buy the argument of balance. I think its bad design philosophy and complacency.
Balance is what killed MMOs honestly. That is why we don't have CC and Support Classes anymore, in the right hands they are OP, so we remove them.
Developers are afraid of players, so they give them as little control of the game as possible.
Last edited by Nektulos-Tuor; 01-29-2016 at 05:26 AM.
I think the popularity of MOBAs nowadays is that it's more like a sport - teamwork, watchable by an audience, quick fast matches. Easier to market to non-hardcore gamers. ESPECIALLY the viewing aspect
You know what's not interesting to watch? People leveling up a crafter, or doing a dungeon 200 times.
Anyway you can't compare MOBA and MMORPG balance since they are two different genres with different setups. Might as well compare FFXIV and Starcraft or something.
--------------------------------------------------------------------------------------------------------------
ホイホイ Commissions ==> http://goo.gl/RwVnHZ
Clearly, the best Final Fantasy character is Locke Cole.
Glamour is TRUE ENDGAME
The point is not to compare MOBA with MMO. The point is that a game that isn't completely "balanced" doesn't necessarily mean its not fun. I think people are forgetting that games are supposed to be fun lol.I think the popularity of MOBAs nowadays is that it's more like a sport - teamwork, watchable by an audience, quick fast matches. Easier to market to non-hardcore gamers. ESPECIALLY the viewing aspect
You know what's not interesting to watch? People leveling up a crafter, or doing a dungeon 200 times.
Anyway you can't compare MOBA and MMORPG balance since they are two different genres with different setups. Might as well compare FFXIV and Starcraft or something.
They are both technically MMOS.
If FFE has a que or duty system its pretty much an MMO.
Does FFE have a duty finder type system?
FFXIV, like it or not is a single player game where you just see other people and the only multiplayer parts are dungeons/raids.
But FFE is built for online multiplayer. Of course it would work as an MMO.Unfortunately, while I agree it is a very rich system... it's also a single-player game and in an MMO that kind of system is killed by two words: Balancing Issues
There's 2 issues that arise when making a system like this in a multiplayer-online game:
First, if you're trying to build a game that works on the 'Trinity' system of Tank/Healer/DPS then you totally destroy it with this type of system. Balancing in this is a nightmare since you have to adjust for every little setup that could possibly come about and it really is entirely unmanageable.
Second, no matter what 'options' you are given for your build, people will show what is mathematically the best build and you will be shunned if you aren't using it hence you really have no options. This is -already- a problem with the Cross-class skill system where specific Cross-class skills are required for specific jobs, and if you choose the wrong ones for whatever reason you're going to be called out on it.
The "trinity" sucks. It has never been good. It only exists because WoW became so popular after taking it and everyone, Squeenix included, has been constantly trying to copy their success despite the fact that the reason WoW even chose to use that old system was because it had been fleshed out in other games and had proven the most functional system back in the days of early broadband. Back then you couldn't do a good combat system in an MMO without lag problems, so they used one that would run mostly automatically with minimal player input required. It's boring, outdated, and needs to go.
The second issue you have still only applies to these WoW clones. Since the gameplay is just obfuscated balancing of several numbers, there is a mathematically optimal solution. In a real game sacrificing damage for more reliable cancels, better block/counter abilities, more retaliation options, iframes, etc. is actually valuable and can lead to smoother fights based on your playstyle.
Nope. Explorers doesn't have ques or a duty system.
It mimic's Monster Hunters quest board: Pick a quest, go to the map, do the objectives, and finish and get teleported back to town. You can only do one quest at a time.
You can play multiplayer with up-to-3-other-people via friend codes on the internet or local connection.
Saying Monster Hunters is an MMO just because you can play with people online is like saying Super Smash Bros. or Pokemon are MMOs, and even then, both of those games at least give you the option of playing with random people online.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.