Dunno how long it took for wow to fix that, but I remember some terrible things happening with hats there too eheheheh
Dunno how long it took for wow to fix that, but I remember some terrible things happening with hats there too eheheheh
Very good point. Also, again, it cannot be said enough: the XIV dev team is shooting itself in the foot by creating throwaway content.False
https://www.reddit.com/r/ffxiv/comme...ges_over_time/
The team size has been constant in it's size, the amount of battle devs have been always low and only with SB they've been able to expand it to alllow them do things like the extra savage boss and Ultimate
Also I remember hearing that FFXIV is the biggest team working at SE but I wasn't able to find that quote so don't quote on me for that
It's bone-headed stupidity to design content, and then relegate it to the trash (err.... Roulette*) heap after six months. It massively increases pressure on the development team to churn out content rapidly, because the core available content isn't augmented by what you're developing - it's almost entirely replaced. This argument is even more critical if there is a shortage of experienced developers on Yoshi-P's team. They're making some really bad decisions.
Agreed on all points to your post above Vhailor. The forums kinda messed up my other reply, so I'll copy and paste what I had for the edit, but I lost the original response.
Speaking strictly personally here - I don't think the solution to the issue is "more grind" or intentional roadblocks/slowdowns. The problem lies in the fact that the core content systems are shallow and binary. Imagine if a piece of content was actually fun for longer than the handful of times it's meaningful? I know fun is subjective, but treat it this way: If you remove the rewards - would you still participate consistently?SE needs to bring back more grind, horizontal itemization, and other mechanisms that slow us down. They're throwing us the tools to go 100mph through the content, and they're only capable of developing content at a speed suitable for, say, 25mph. They've got to put up road blocks and speed bumps for us so that mid-core players like myself don't blink and find ourselves at the end of an entire expansion by the time a weekend has gone by.
The actual code is optimized quite well for sure. It's actually one of the common points I praise about the game., but it having a redeeming feature of two isn't enough to offset how:
- Awful the netcode is
- Overly reliant on menus
- Clunky
- Bloated
In addition - I very strongly suspect you do not have a source to corroborate your statement that the game was designed for only 600K players OR that the game has 5M players.
Please edit your post to remove the misinformation.
Agreed wholeheartedly. This would be the equivalent of designing a race car to enter in the Formula 1 equipped with a Toyota Prius Engine. It's an idea so bad that people should have intervened, but no one did. Yet somehow they're still surprised by the outcome. If that doesn't demonstrate an out of touch perspective I don't know what does. AND to add insult to injury that doesn't even count the fact that they needed to add features to Eureka to make it tolerable in a hot fix. Stuff that any junior level intern with 20 minutes could have identified.SE routinely makes the bone-headed mistake of designing content that squarely collides with the limitations of their crappy engine.
Eureka is a prime example of this. The idea of an instanced, cross-data-center environment where players can team up in large packs and have a different experience sounds good on the surface.
Until you remember that we can't send /tells from instances, obviously can't join a friend's party if they're in the instance and we're not, can't Black List from within instances, can't form truly durable Linkshells with the people we might meet in instances, couldn't at the time consistently target party members or monsters when enough players came together in one spot... these issues should have sent Eureka back to the drawing board.
No. This doesn't actually change anything. That is not unpredictable. That would be awful. What they need to do is design actual meaningful content with scale-ability and replay-ability.
You know? or you feel/think? Do you have a source for this? I'd be interested to read it.I know that they took away alot of the developers on Yoshidas team so they can create KH3, FF7 remake and whatever else the company is working on but that's no excuse for not being able to reuse assets and create harder difficulties for the newly released battle content.
I agree with most other points. I think creating an EX primal level 24 man alongside the normal version would be welcomed by the midcore community. I'd argue to make it 8 man though if I was speaking personally.
It also true that the reason why such content exist is because they catered too much to the fast food community imho.Very good point. Also, again, it cannot be said enough: the XIV dev team is shooting itself in the foot by creating throwaway content.
It's bone-headed stupidity to design content, and then relegate it to the trash (err.... Roulette*) heap after six months. It massively increases pressure on the development team to churn out content rapidly, because the core available content isn't augmented by what you're developing - it's almost entirely replaced. This argument is even more critical if there is a shortage of experienced developers on Yoshi-P's team. They're making some really bad decisions.
I'm starting to believe that hoever it's less than a yoshida's policy and more a company policy tbh.
In a recent interwiew Yoshida used as an explanation for why they are spreading out content the exact same words for why 1.0 had the fatigue system.
That makes me think that SE got burned badly by the controversy of players fighting mmmh I think it was pandemonium warden or absolute virtue for X hours in FFXI (notice how he asked mrhappy if he slept when they met at E3). As such players well-beign is a sensible topics for them and this is affecting their decisions. I mean it's a supposition but it does fit if you think about it
I mean even FFXV can't be possibly considered a grindy game and FF game (and JRPGs) have been always considered to be grindy
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