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  1. #1
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Berethos View Post
    The point is, innovation rarely happens after the game has launched. It's not easy to do, and games that supposedly do it aren't doing it as much as people tend to think.
    For the most part I agree. However, sometimes relatively small changes can have tremendous repercussions or advantages.

    Sometimes even mere reward scaling, small decision by small decision, can allow for a feeling of freedom and connectivity that one would never have expected to receive from something so minor until everything fits just right.

    Or, to take some of the WoW examples, the technology of Artifact Weapons was indeed only the smallest addition. But, the fact that the rate of talents was now linked to something other than leveling, that you could see mechanical rewards from gear (more specifically AP) progression, and that the leveling experience had paths of growth rather than truly mutually exclusive growth decisions all heavily differed the experience from the norm. In a time where talents signalled choice and a memory of progression (when talents were level by level), in an expansion aiming to be the best since WotLK (again, where talents were level by level), it provided rapid increments of growth to or addition of potentially gameplay-affecting traits, and then allowed for an RNG-less weapon value progression when players were otherwise getting ticked with RNG too largely determining their gear progression. It was a small change, technologically, but it couldn't have been better timed; it made itself out as a centerpiece to the expansion, and despite certain issues (alt-exclusion, etc.), it succeeded as such.

    The addition of Dailies and later Objective Zones and finally World Quests was much the same. Technologically, they gave virtually nothing. But, in their effect on the player experience, they gave an excuse to create fun little gimmick quests or even just quests to grind out skinning or stick around a beloved zone a little longer and to check back later; places to grind out a bit more efficient experience if aligned in quest progress with a friend but behind in character level; places to revisit to keep the open world regularly, almost anywhere and everywhere, to at least protect some small form of relevance.

    It's true that they're not technological innovations of note. The transmog system likely required more to make or to later revamp than the frameworks of all those things put together. But, they were incredibly efficient determiners of player experience, similar to a change in broad quest design philosophy that results in more attractive questing (i.e. to give a real feeling of aesthetic not just graphically but through the urgency, tightness of space, types of quests, etc., to a given region), or a rebalance of a racial that was previously so weak that people wouldn't play it despite the attractive lore and model: little technical development time that nonetheless reaps big rewards.

    Yet, we rarely see even that in XIV. So many of the design gestures are just that -- gestures. There's no determinable drive behind them, and therefore, if any lessons are being learned -- which seems unlikely, as it seems unlikely anything was purposeful enough to be learned from significantly -- we are not reaping the rewards of those lessons enough to notice. Technologically, there's little difference between same-location FATE chains and GW2 Dynamic Events. Yet, the prior is generally considered stagnant and the latter much more varied and immersive. Even with the tech, the basic ideas seem to go unnoticed, untested, and without improved understanding.
    (1)

  2. #2
    Player
    Awful's Avatar
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    Jul 2015
    Posts
    1,280
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Snip
    I agree with everything other than the Artifact weapon it may have been small to add but a lot of classes lost so much in BFA and alot of them don't function properly now and Blizzard is trying to fix them with Azurite Traits but it's created a problem with 3 imbalances. 1st one is that PvE Azurite traits are too strong, 2nd it overshadows the PvP traits which no one takes, 3rd the way of gearing up to get the trais are ass backwards as you can only get them from top tier raiding and left Mythic+ in the dust. Basically you run old dungeons and hope for an ilvl boost and do world quests which is the worst way: RNG which makes the Azurite system backwards compared to the Artifact Weapon route as I felt it was quite well done but I knew after the xpac they'd be getting rid of it which caused all these issues.

    With this being said I wouldn't be opposed to XIV doing a Artifact Weapon/Relic Weapon for 5.0 where the weapon grows with you and you get abilities from a tree and grow but I know that it won't happen as they already said XIV wanted to be as far away as possible from talent trees. That and Mythic+ are the big things I want for the next expansion I feel that Mythic+ is a great system that provides great rewards and benefits as well as a challenge that lasts vs 2 new dungeons every odd patch but that's just me.
    (1)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Awful View Post
    I agree with everything other than the Artifact weapon it may have been small to add but a lot of classes lost so much in BFA and alot of them don't function properly now and Blizzard is trying to fix them with Azurite Traits but it's created a problem with 3 imbalances. 1st one is that PvE Azurite traits are too strong, 2nd it overshadows the PvP traits which no one takes, 3rd the way of gearing up to get the trais are ass backwards as you can only get them from top tier raiding and left Mythic+ in the dust. Basically you run old dungeons and hope for an ilvl boost and do world quests which is the worst way: RNG which makes the Azurite system backwards compared to the Artifact Weapon route as I felt it was quite well done but I knew after the xpac they'd be getting rid of it which caused all these issues.

    With this being said I wouldn't be opposed to XIV doing a Artifact Weapon/Relic Weapon for 5.0 where the weapon grows with you and you get abilities from a tree and grow but I know that it won't happen as they already said XIV wanted to be as far away as possible from talent trees. That and Mythic+ are the big things I want for the next expansion I feel that Mythic+ is a great system that provides great rewards and benefits as well as a challenge that lasts vs 2 new dungeons every odd patch but that's just me.
    There's virtually nothing I can say in defense of Azerite Armor. Any of the alleged advantages could have been provided more effectively, efficiently, and easily without that system. It's been a ton of extra resources, and yet none of it led to a better gameplay result. So far the only truly positive change has universal allocation of AP (not having to choose which weapon to spend AP on, and thus filling your bags with AP items in the meantime), but even that was countered by needing 15+ pieces of gear to swap per spec and potentially per fight.

    Tons of technical time. Tons of complaints. I just hope the XIV devs don't follow BfA's lead in that regard, or blame system development for the blatant issues with that system (each fundamental and irrelevant to moving the granular, little-to-no-RNG progression from the weapon slot to 3 pieces of armor + necklace).

    Quote Originally Posted by Berethos View Post
    How much of that "working" was intentional innovation versus stumbling on a formula that worked, I wonder?

    Considering how much of that was tossed for BfA, I'm not confident it was the former.
    My reference was to the few times reward systems seemed to sync up historically -- i.e. between Vanilla and BfA -- not just on BfA itself. And I imagine it was mostly just a lot of guesswork that rarely someone made a better (informed) guess as a result of.
    (0)

  4. #4
    Player
    Berethos's Avatar
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    Sep 2013
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    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Shurrikhan View Post
    For the most part I agree. However, sometimes relatively small changes can have tremendous repercussions or advantages.

    Sometimes even mere reward scaling, small decision by small decision, can allow for a feeling of freedom and connectivity that one would never have expected to receive from something so minor until everything fits just right.
    How much of that "working" was intentional innovation versus stumbling on a formula that worked, I wonder?

    Considering how much of that was tossed for BfA, I'm not confident it was the former.
    (0)