Results 1 to 10 of 321

Thread: How's Ultimate?

Hybrid View

  1. #1
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Also, please...the actual asset creation is the smallest part of creating a fight. The length of development is about balancing the fight as it is played, to prevent bugs, people cheating, the fight breaking the servers due to memory leaks, the fight actually being within human reflex time and capabilities, the time it took to think of and layout the attacks they wanted, and to conceive of the level of difficulty in terms of game mechanics. They didn't give this to an intern and told him to make a hard fight, which he coded in a weekend. Stuff like this is the experimental content they talked about when they reduced the amount of dungeons we'd get in a patch cycle, and even the experimental content they do give is sparse.
    (0)

  2. #2
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RiyahArp View Post
    Also, please...the actual asset creation is the smallest part of creating a fight. The length of development is about balancing the fight as it is played, to prevent bugs, people cheating, the fight breaking the servers due to memory leaks, the fight actually being within human reflex time and capabilities, the time it took to think of and layout the attacks they wanted, and to conceive of the level of difficulty in terms of game mechanics. They didn't give this to an intern and told him to make a hard fight, which he coded in a weekend. Stuff like this is the experimental content they talked about when they reduced the amount of dungeons we'd get in a patch cycle, and even the experimental content they do give is sparse.
    You act like this took ample time away from something else. Do you have any experience to claim such or are you assuming? The devs themselves said Ultimate had no impact on us only having a single dungeon, but let's assume it did. Who really cares? Yes, let's have another dull dungeon where no one cares about mechanics, tanks pull everything and nothing requires any real challenge because things barely tickle. If they actually changed things up in regards to dungeon I might care. Alas, they don't. So I'm far more interested in Ultimate, personally, even if I may never clear it.
    (5)

  3. #3
    Player
    SaitoHikari's Avatar
    Join Date
    Oct 2015
    Posts
    1,281
    Character
    Saito Hikari
    World
    Sargatanas
    Main Class
    Bard Lv 100
    Quote Originally Posted by RiyahArp View Post
    Also, please...the actual asset creation is the smallest part of creating a fight. The length of development is about balancing the fight as it is played, to prevent bugs, people cheating, the fight breaking the servers due to memory leaks, the fight actually being within human reflex time and capabilities, the time it took to think of and layout the attacks they wanted, and to conceive of the level of difficulty in terms of game mechanics. They didn't give this to an intern and told him to make a hard fight, which he coded in a weekend. Stuff like this is the experimental content they talked about when they reduced the amount of dungeons we'd get in a patch cycle, and even the experimental content they do give is sparse.
    Speaking as someone that has actually seen how the development process worked for a different MMO...

    Asset creation is NOT the smallest part of creating a fight, what the actual hell are you smoking? You can't even begin balancing until you create the assets in the first place, and that you're sure the assets clearly convey to the player exactly what's going on in the first place. If there's any confusion on that front, it's back to the drawing board, and that's likely something that will take longer than a single weekend. Anyone can contribute to the balancing process, but few have the skills to create said assets. And considering that Ultimate is pretty much entirely recycled assets aside from new music at the final phase, the only thing the asset creators would have done is to oversee that the assets are combined in a way that isn't graphically confusing to players.

    Did everyone suddenly forget that the devs at one point admitted that it took approximately 5-6 months for them to plan out the design of equipment in this game? Now imagine the work it takes for everything else. Calling asset creation the smallest part of ANYTHING is insulting.

    Freaking Hidden Canals probably required more new assets than Ultimate, but I don't hear anyone blaming a completely unnecessary second RNG loot box (when modifying the first would have been perfectly fine) for the lack of content.
    (6)
    Last edited by SaitoHikari; 10-29-2017 at 09:34 AM.