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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    If you just want buttons for the sake of having buttons thats dumb.
    This. The sad thing is it's possible to have far deeper and exciting kits with 8 buttons than we manage presently with our 24 or so average.

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    As for the big general issues (On-topic):
    • Lack of foresight or connective ambition.
      The devs ought to look at content and systems with a larger plan for its purpose and cumulative usability, rather than merely filling a space to generate time-played metrics or providing advertisable feature labels that are ultimately unpurposed, soon obsolete, or painfully incomplete.
    • Lack of insight sold as necessary compromise.
      It seems like if you tell the devs that 10 is too high and 1 is too low, they'd throw their hands up crying "Then whAt dO yoU wAnt?!" only to then go deaf to the sensible responses along the lines of "Something between 3 and 7." Such is often the case for, say, parity vs. identity, which the devs will too often conflate to wanting to do the exact same things rather than reaching near enough value in context for one's job to be a competitive choice. (Much of this, sadly, just seems to stem from a poor understanding of the in-practice consequences of their own designs.)

      There are places where things fit and where they don't. That a fire in a fire pit is a good thing on a cold night and your house being on fire is a bad thing on any sort of a night doesn't mean you can't have a fire in your house; it just needs a fireplace. Things need their proper context. It's the same for, say, RNG systems, or open world grinds. It too often seems like they'll either release something half-assed and use it as proof that the idea was fundamentally flawed, or throw enough rewards atop a dung heap and call it gold because people played it.

      Much of what at first appears mutually exclusive or demanding of direct compromise is really just poorly understood; find what actually generates each set of preferences and you can generally mostly appease both sides seemingly in immitigable conflict. It just requires that one look deeper than the surface-level echo chambers or us-versus-them arguments. I wish the devs would at least try to understand their community, rather than only skimming or cherrypicking the reactions that make the community, in effect, appear either sheeple or unappeasables.
    (10)
    Last edited by Shurrikhan; 09-14-2020 at 07:12 PM.