I didn't see this posted anywhere, so I thought I'd share it.
https://mogtalk.org/2018/03/31/mogta...ews-yoshida-3/
I didn't see this posted anywhere, so I thought I'd share it.
https://mogtalk.org/2018/03/31/mogta...ews-yoshida-3/
"We want bunny suits for guys!" -- OK! ✅
"We want Ishgard housing!" -- OK! ✅
"We want Viera!" -- OK! ✅
"We want Cloud's motorcycle!" -- OK! ✅
"We want Blue Mage!"-- OK! ✅
"We want the ability to earn past Feast rewards!" - HAHA no that's sacred.
Interestin’, thank ya for sharin’. I find the answer about good 4 man content dissapointin’, but not surprisin’. It’s admittin’ the (main) way ta challenge groups be through instant death traps (since healin’s so powerful). Not sure why he feels that would be unreasonable in small group content with only one healer, when current fights can have single deaths be wipes too. Especially when rezzes exist, though I suppose they’re worried that requirin’ one dips with a rez outta 2 spots is a bit tighter than doin’ it outta four.
He's spot on with Blitzball, and I'm glad he recognises its a lot of development for something that would last a week if that.
But that's exactly the sort of thing that should be put to the community, getting ideas to make it something that is fun and more importantly, last more than a couple of times.
"Whenever we create a high-difficulty boss battle, we tend to include instant-death mechanics"
Maybe they should stop being lazy with their high-end content and not use these as a crutch for challenge. That's always been one of the most frustrating things about FFXIV. There are tons of MMOs they could take inspiration from that have challenging fights that *don't* lean on instant-death mechanics.
The reason they depend so heavily on instant-death mechanics is due to how insanely strong healing potencies are. Simple raid wide AoEs are rarely threatening because all three healers can bring players back to max HP in seconds or simply rely on Regen ticks since not enough happens to warrant a full heal."Whenever we create a high-difficulty boss battle, we tend to include instant-death mechanics"
Maybe they should stop being lazy with their high-end content and not use these as a crutch for challenge. That's always been one of the most frustrating things about FFXIV. There are tons of MMOs they could take inspiration from that have challenging fights that *don't* lean on instant-death mechanics.
Oh hey, there's some talk about PvP:
-Also, I am thinking of eventually holding a tournament...
...there needs to be a very clear set of regulations... and we need to establish rules that will not allow for any foul play.
Caution, anyone unlucky enough to actually get caught breaking the rules in this tournament might get disciplinary action taken against them probably maybe possibly 3 whole seasons later. And that's if they're brazen enough to talk about it in the chat logs.![]()
The blitzball answer amuses me because I feel like that sort of idea would've been fantastic for Lord of Verminion instead of what we got. Kind of do with them what we do with squads only without the frigging 18 hours long requirements >_>
Blitzball, ideally, needs to be interactive. In it's raw, original form with maybe a few tweaks.
Triple Triad carried over fairly well, after all. I'm worried about them killing Blitzball at launch by making it into a 'menu' game. Squadron missions aren't exactly the epitome of engaging play.
By "foul play" he means "potty mouth". Say something mean, and you'll be banned instantly. Cheat your pants off and they'll maybe look into it at some point.Oh hey, there's some talk about PvP:
Caution, anyone unlucky enough to actually get caught breaking the rules in this tournament might get disciplinary action taken against them probably maybe possibly 3 whole seasons later. And that's if they're brazen enough to talk about it in the chat logs.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
I'm glad he realizes the glaring issue that this type of content might have, using LoV as an example. It's not wrong to ask for advice or ideas. In the end, it's the players the ones that need to enjoy the content. I really don't know if there's a similar game (Blitzball) in another MMO he can refer to.He's spot on with Blitzball, and I'm glad he recognises its a lot of development for something that would last a week if that.
But that's exactly the sort of thing that should be put to the community, getting ideas to make it something that is fun and more importantly, last more than a couple of times.
If I have to be honest, I like the concept of having it as a mini game like he proposed (Since they are looking for ideas):
The matches would have 2 modes: Manual and Automatic. Manual mode will let you slightly control the NPC's moves, whereas Automatic would make it depend solely on their stats.1) Build up your team with different NPCs you find across the world. You can also buy their contracts with MGP.
2) Every NPC will have a "star" rating from 1 to 5.
3) Set strategies ala football manager.
4) Compete against different AI teams (Ul'dah's Burners, BrassBlades, Illumanity team, The Un-Tempered, Costa's Warriors, etc)
5) Have a different competition modes: Tournament (once every two weeks like Triple Triad), League (monthly), Exhibition (Regular match with no impact whatsoever), PvP (Duh)
6) Winning or losing match would give you Blitzball experience enabling you to level up: Access to better tactics, getting better NPCs, better MPG rewards.
7) In addition to your experience, the NPCs would also level up separetely depending on their participation in the match, increasing their base stats up to their cap based on their rating.
I'm personally not a huge fan of Blitzball, I hated it in FFX. However, I'd like XIV to make it more approachable and enjoyable with shorter matches and more dynamic. System-wise, I have NO CLUE how they can code this due of the issues they already have when it comes to introduce new content. But we shall see, I hope SE could surprise me.
Last edited by Lilseph; 04-07-2018 at 10:04 PM. Reason: Formatting.
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