- Queen of Heal 2022 -
Rendering hundreds of players on your screen can be very CPU intensive, and while the PS3's CPU was incredibly powerful back then it's started to show its age for quite some time now. I'd say they could limit the player count significantly and make much smaller maps, but really that's no different from frontlines. If they do cut of PS3 they'd also be cutting off low end PCs from doing such content without FPS drops, so it's a gamble.
With all the work it would take to develop a massive map it wouldn't be worth it, considering how much the FFXIV community seems to dislike PvP.
A true shame, given how awesome that looks. I just hope we can make steps to build up PvP interest over the next few expansions, to the point that, when the PS3 is a bygone memory, we might be able to see this.Rendering hundreds of players on your screen can be very CPU intensive, and while the PS3's CPU was incredibly powerful back then it's started to show its age for quite some time now. I'd say they could limit the player count significantly and make much smaller maps, but really that's no different from frontlines. If they do cut of PS3 they'd also be cutting off low end PCs from doing such content without FPS drops, so it's a gamble.
With all the work it would take to develop a massive map it wouldn't be worth it, considering how much the FFXIV community seems to dislike PvP.
Then again, that'd probably take equal change in the sheer playstyle of the game, not just in the pacing, but in what abilities, options, or passives are considered unnecessary here, while they'd still be engaging parts of MMOs. There are a lot of things that PvP brings out that barebone or purist abilities just can't replicate, anywhere from travel forms or viable stealth, to scouting abilities, climbing, fall damage reduction abilities, traps... take your pick. The sad thing is that those are also things that would go a long way in making the open world experience more fun. The complete lack of anything that wouldn't be utilized in an instance points out just how little more this game ever intended to be than a hub dungeon/raid-grinder. And its no surprise that design has lent itself only to technical but very flat PvP.
Would also like to know what point they eventually intend to make for GCs, other than inciting the brunt of Frontlines complaints.
I remember this was discussed by Yoshi. Here's the interview:
https://www.reddit.com/r/ffxiv/comme...p_features_of/
FFXI was developed on PC then ported to PS2. It was released in Japan on PS2 first. A lot of decisions in FFXI was made with PS2's HDD/graphic limitations in mind. Which in turn made for a ton of repeated assets like mobs, NPC's, gear.
I'm glad the PS2/360 versions were dropped. Now they can do some much needed quality of life improvements to the game.
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3. Musketeer was a planned class to be released along with Arcanist(which was a completely different thing from the ACN we got in 2.0) in 1.0. Time constraints prevented that from happening. Yoshi-P never specifically said they were bringing Musketeer back. They had interest, but never officially said it was coming.
I'm glad SE decided to go with MCH. It is definitely a lot more interesting as a job and lore wise than Musketeer, which are basically or was the patrol of Limsa Lominsa. Something like MCH has been requested by people dating back to the FFXI days. Mustadio from Final Fantasy Tactics is a popular character and players wanted something like him, and that is what we got.
Basically, MCH is awesome and one of SE's better choices. MCH master race!
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