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  1. #1
    Player
    HeavenlyArmed's Avatar
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    Nov 2013
    Location
    Gridania
    Posts
    174
    Character
    C'thuuko Tohka
    World
    Cactuar
    Main Class
    Lancer Lv 100

    A Plea to the Devs

    Introduction

    So let’s talk a little bit about design philosophy. Frankly, I think this is a big cause of a lot of the issues people are having with the current state of the game. What do I mean by this? Well, let’s look at stats as an example. We have main stats and secondary stats. Main stats just benefit a job’s throughput in a standard way, boosting damage, healing and health pools directly. They’re the base for making our characters more powerful. That is their purpose. Secondary stats do the same thing, but in a smaller way. Crit boosts how often you see those big flashy flying numbers rather than normal ones and make the numbers that those show even bigger. Skill/Spell Speed makes you attack faster and drains resources faster. Accuracy makes it so you can hit things in some content but can’t in other content without more of it. Piety gives you more MP to use. Determination… acts exactly like main stat, but smaller. And Parry makes tanks want to jump off—err, makes it so sometimes you take slightly lower amounts of damage, but unreliably.

    I think it’s pretty clear which stats I don’t like here, but let’s think, why are these stats the way they are? What underlying philosophy made SE pick these functions for these stats? Unfortunately, it’s not really clear. The only thing I can say for certain is there’s a tendency towards having “punishment stats,” where there’s a stat that no one will want because its effects aren’t good enough or are even actively detrimental. And while it does make sense to have this effect to some degree to add urgency to gearing in some way, having it be the only notable trend in trying to figure out the philosophy behind these stats is troubling.

    A Plea

    So to the devs, please, share with us what your vision is for this game's future. We want to understand why you do the things you do, why things are structured the way they are, what feedback you've looked at and considered implementing, and what may be stopping you from doing so. But we can't, you won't let us. When we finally have the first "general questions" section of a Live Letter in a long time, rather than actually give us details on this, you give us pure unadulterated fluff. When there's a 100+ page thread talking about all the problems people have with the game as it is, we get radio silence. Actually, it's not even radio silence, as that would imply we ever hear anything about these topics, when we haven't since 3.1. And even then, all we got was this info as it related to the specific systems that were the biggest problems at the time.

    How Blizzard does it

    People give Blizzard a lot of flak for how WoW is run and all the mistakes they’ve made with that game over the years, but one thing that from what I’ve seen really shines with them is clearly communicating to players their design intentions. Seriously, look at these patch notes. These are the patch notes from the pre-patch for Warlords of Draenor, and while that was an extremely rushed expansion with a lot of flaws especially in its lack of patch content, you can’t honestly tell me that after reading these patch noted Blizzard had no direction that they were headed for with the game. There’s so much detail on why changes were needed in all these different areas and what they hoped these changes would achieve. And their interviews continue this trend. Rather than the bland “this is the content you’re getting and we’ll talk about its base functions vaguely” stuff we get in Live Letters (when we even get that and not piles of BS like whatever that thing at E3 was supposed to be) the devs at Blizzard actually talk about what they hope different pieces of content will achieve, design ideas that drove class design and all sorts of more in-depth topics than we ever see from Yoshi-p and co. But I’m not writing this as some sort of love letter to the WoW team, I’m trying to point out how this sort of communication could do wonders for the state of this game.

    Examples

    If we actually had any sort of idea what SE was going for with half the content they give us we could probably make better informed suggestions on how things could be improved. As an example, once again, I’ll go back to stats. Right now, secondary stats don’t seem to have any real direction behind their existence, they’re just sort of there. If it were me in charge of this section of the game, stats would have a more clear direction. Primary stats exist as they are, as the main way of progressing a character’s power. This doesn’t need to change. Secondary stats, on the other hand, would exist for reasons besides doing this.

    Secondary stats should exist to open up different ways of playing a given job. To this end, Determination would have no place in the game, and would be replaced by something akin to WoW’s Mastery stat. Instead of a stat that works in the single most boring way imaginable, we would have a stat that functioned differently depending on what job you played, and which would by design interact with how your job is actually played to some degree. Examples, as I always offer, would be giving a Fire IV the ability to proc a Firestarter, with the chance of it happening being based on your Mastery, or the amount of time removed from Blood of the Dragon by using Gierskogul being reduced by some amount related to how much Mastery you have. The goal of this new stat, and changes I would have made to other stats, would be to make it so the effects of secondary stats are actively felt during gameplay.

    Another example I could give is content difficulty. Right now content difficulty is basically as follows:

    Dungeons and some Trials> Normal 8-man raids and 24-man raids and Trials>>>>>>>EX Trials> Savage 8-man raids

    There’s not really a curve here, and rewards are kind of all over the place. Maybe there’s a reason for this besides “cater to the casuals cuz they bring us moneyz”, but if there is then it hasn’t been made even remotely clear to us. The only thing we really know on the reward front is that SE is very okay with quickly invalidating older content and only considers raid tier clears as relevant during the patch cycle where they’re newest, and afterwards they must be made irrelevant immediately so there are no gaps in player output that we may need to consider for dungeon balancing. And to that end we have the current patch system of alternating raid patches and catch-up patches so that people can always stay up to date with content and gear and raids become gradually more clearable while they’re relevant until they get nerfed and a new one comes out.

    But as we’re seeing with the playerbase starting to visibly dwindle, some players are getting very tired of this system and would like to see it change. People want their hard work rewarded in a way that means something. They don’t want to see something they’ve worked very hard to achieve just be given to other players because “it’s catch-up time.” And I acknowledge this isn’t something that we’ll see being fixed before 4.0. But 4.0 is big, and it will be a big deciding factor in a lot of people choosing to remain with the game or leave for greener pastures.

    A Plea Reborn

    No matter where you look, there are people clamouring for changes to a number of aspects of this game, and the way content is developed and released is one of the biggest complaints we see. And there are plenty of other areas of this game I could apply this to. What exactly are they trying to do with PvP? Why do we keep getting new BGs when we’ve seen how that just kills the old ones? Why is this the one area of the game that actually has rewards that will always mean something? What in the name of Nophica were they thinking when they gave us Lord of Verminion? Why did “Exploration” content end up being a mindless mob zerg? What reasons will hardcore, max-level players have to go and do Palace of the Dead more than once? Why are raids, content that is supposed to involve high time investment, all sectioned off into different instances for each boss with little to no exploring? And the questions just keep going. SE, this game needs direction. And even more, that direction needs to be clearly laid out before not just your team, but also the players. We want to understand why you do what you do, so we can make helpful suggestions in improving the game that don’t go against your desired direction for the game. And it paints a really bad picture when instead of doing this you talk about housing changes, flying Slepnir and sleep poses when you have the biggest stage possible to draw people in. Please start talking to us, and letting us have even the slightest glimpse into your world.
    (13)
    Last edited by HeavenlyArmed; 07-16-2016 at 03:40 AM.

  2. #2
    Player
    D_C's Avatar
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    Sep 2013
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    101
    Character
    Diana Crunchetta
    World
    Coeurl
    Main Class
    Blacksmith Lv 60
    Thassa whole lotta words, aye.

    Quote Originally Posted by HeavenlyArmed View Post
    Introduction

    What underlying philosophy made SE pick these functions for these stats?
    Ya keep comin' back ta this but it seems obvious. They want a vanilla experience fer everyone. Make sure all things're nice an' same an' borin. Stats from yer level bonuses are meanin'lessly small. Stats from armor don't change 'cause the best gear's ya can get's always the best gear ya can get. The secondary stats barely affect anythin'. Cross-class skills're a mixed bag but ya only get a few that are kinda useful an' always from tha same pool.
    (3)
    Last edited by D_C; 07-16-2016 at 04:26 AM.

  3. #3
    Player
    HeavenlyArmed's Avatar
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    Nov 2013
    Location
    Gridania
    Posts
    174
    Character
    C'thuuko Tohka
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Quote Originally Posted by D_C View Post
    Ya keep comin' back ta this but it seems obvious. They want a vanilla experience fer everyone. Make sure all things're nice an' same an' borin. Stats from yer level bonuses are meanin'lessly small. Stats from armor don't change 'cause the best gear's ya can get's always the best gear ya can get. The secondary stats barely affect anythin'. Cross-class skills're a mixed bag but ya only get a few that are kinda useful an' always from tha same pool.
    So if the point is for them to be bland and vanilla, why even have them? Why does this system with so much potential refuse to use any of it? To keep things simple for people who can't understand basic concepts? If simplicity and simplicity alone is the goal, then there's way too much fat here that should be cut, but isn't. No game should strive to have a lack of depth, but a lot of the time that's how things feel in this game. Proper game systems have minimal complexity so they're easy to understand, but a lot of depth within that minimal complexity so that "core" players have something they can really sink their teeth into. But at times it feels like the dev team doesn't even understand that, as requests for depth are met with "we don't want to confuse people" it feels like the devs don't understand that there's even a difference between depth and complexity.
    (3)

  4. #4
    Player
    CheshirePuss's Avatar
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    Oct 2013
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    190
    Character
    Cheshire Puss
    World
    Coeurl
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by HeavenlyArmed View Post
    Snip
    Look up "Final Fantasy Mythic Quest - ProJared". May get a kick out of the review. I wouldn't stoop so low as to relate FF14 to that disaster, but I can't help but be reminded of it, when simplicity in FF14 is brought up.
    (1)

  5. #5
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    I do miss yoshi-p road maps that he put out for ffxiv i would love seem him bring them back at some point
    (3)

  6. #6
    Player
    RLofOBFL's Avatar
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    Sep 2015
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    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Still got my fingers crossed the 4.0 series will do some cool stuff.
    (1)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  7. #7
    Player
    Caelum_Dragguell's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    63
    Character
    Cahir Couteau
    World
    Cactuar
    Main Class
    Warrior Lv 80
    Considering the E3 Live Letter was the final nail in the coffin for making me speak on the subject of the state of the game as it currently stands, yes I really would like more communication between the devs and the community. That said they prefer to stay silent, and only speak on things that are guarantee's. Where as in the beginning of 2.0 they stated certain features would be added over time, many of those statements held no substance as those things were never implemented. As such they've most likely "learned" from that and decided to remain silent on such topics. Unfortunately I believe that this practice backfired and I feel it will continue to have negative effects on the player-base that has been holding their breath for something interesting and new such as myself (I am unsubbed and will remain as such until 4.0 if it brings in anything of interest, if not I'm gone for good).

    What I've written is all speculation of course but I'd wager I hit the nail on the head as to why this is how they are now.

    I think it'd do a world of good if they opened up and explained their thoughts on the course of this games development instead of brushing issues aside with a "We'll look into it", and sweeping things that are killing off the playerbase under the rug.
    (3)
    Last edited by Caelum_Dragguell; 07-16-2016 at 06:23 AM.