What I learned with FFXIV:
As much as we wish more can be implemented into the game, I'll tell you the same thing I told another forum awhile back. The reason a lot of suggestions are held off, isn't because of the PS3's original limitations. Otherwise, there'd be no point in getting rid of it for storm blood if we still cannot have much better things. The answer to all the issues? Answer: 1.0 coding.
Many people don't realize just how much of FFXIV 1.0's coding is STILL in this game. And as we all know, 1.0 gawd awful. It was the worst MMORPG for its time. It made FFXI look like a teddy bear in comparison. I understand that some may think this to be saying too much, but it's not. Coding can play many factors into their projects. The problem comes down to how much 1.0 coding is still in the game that needs to be removed. Yoshi-P once stated in a live letter at FanFest interview (off stage), building one project and making sure it works, while also checking all other parts of the game to ensure that no other part breaks, makes the job stressful for the issue.
Say we make 5 brand new entirely new pieces to add to the theme park and suddenly other parts of the game start breaking down:
-An old ride that's been forever suddenly stops working (limsa can't port in or port out and changing zones is negated)
-A ride that's fairly new has minor issues (mobs stop at 1% and won't die)
-Black Hole of Susano.
-Rauhban Extreme.
-Pippin Extreme.
-Lakshmi's Nightmares.
Those 5 new pieces that were officially added, just happened to be part of the coding now offset some of the older mechanics or zones for 1.0, and caused that shipwreck for some of the newer content just added. Now, the developers have to put in even more emergency maintenance to fix a game that was supposed to be available to play that tuesday night. This has happened many times before. So I can understand why a lot of the designs we love or really want, haven't been implemented yet. Until all of 1.0 is vanished from this game, the game is stuck in a standstill and all suggestions for the time being are somewhat null and void. This is the same reason the games base will not change or has not changed since ARR's original release over 3+ years the game has been actively running.
1/2 - new dungeons.
1 - new 24man raid with lockout piece.
1 - set of tomes and lockout for 450/500 times a week.
1 - set of savage or harder content with lock out a week.
1/2 - new primals to kill with no lock out but called "extreme" even though it's basically just a reskin of the original fight without indicators and hits harder.


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