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  1. #1
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    To speak specifically to "why are these new weapons class-specific?" - the development team plans to implement a variety of equipment that meets and fulfills all types of needs for the adventurers of Eorzea. It just so happened that those implemented this time were class-specific. With this said, it wasn’t their intention to try and change battle balance or force any particular type of play style because of the implementation of class-specific equipment.

    To address the question about "Why are these types of items in the new recipes when they were removed in a previous patch?" The reason why nuggets were removed from recipes alongside the recipe adjustments was due to the fact that many low-level recipes had multiple steps in their recipe making them overly complex. It wasn't meant to be taken that they would never be used again in the future.

    As we stated previously, the below is the plan for new recipes:
    -Low level: No multi-step materials, easy to craft
    -High level: Multi-step materials, high difficulty

    The recipes added this time were high-level ones.
    (74)
    Bethany "Rukkirii" Stout - Community Team

  2. #2
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Rukkirii View Post
    To speak specifically to "why are these new weapons class-specific?" - the development team plans to implement a variety of equipment that meets and fulfills all types of needs for the adventurers of Eorzea. It just so happened that those implemented this time were class-specific. With this said, it wasn’t their intention to try and change battle balance or force any particular type of play style because of the implementation of class-specific equipment.

    To address the question about "Why are these types of items in the new recipes when they were removed in a previous patch?" The reason why nuggets where removed from recipes alongside the recipe adjustments was due to the fact that many low-level recipes had multiple steps in their recipe making them overly complex. It wasn't meant to be taken that they would never be used again in the future.

    As we stated previously, the below is the plan for new recipes:
    -Low level: No multi-step materials, easy to craft
    -High level: Multi-step materials, high difficulty

    The recipes added this time were high-level ones.
    Sweet!
    The devs have good plans. <3
    (9)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  3. #3
    Player
    Wynn's Avatar
    Join Date
    Mar 2011
    Posts
    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    Quote Originally Posted by Rukkirii View Post
    To speak specifically to "why are these new weapons class-specific?" - the development team plans to implement a variety of equipment that meets and fulfills all types of needs for the adventurers of Eorzea. It just so happened that those implemented this time were class-specific. With this said, it wasn’t their intention to try and change battle balance or force any particular type of play style because of the implementation of class-specific equipment.

    To address the question about "Why are these types of items in the new recipes when they were removed in a previous patch?" The reason why nuggets where removed from recipes alongside the recipe adjustments was due to the fact that many low-level recipes had multiple steps in their recipe making them overly complex. It wasn't meant to be taken that they would never be used again in the future.

    As we stated previously, the below is the plan for new recipes:
    -Low level: No multi-step materials, easy to craft
    -High level: Multi-step materials, high difficulty

    The recipes added this time were high-level ones.

    You tell em, Ru.

    Also: yay for the return of crafting complexity!

  4. #4
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Rukkirii View Post
    To speak specifically to "why are these new weapons class-specific?" - the development team plans to implement a variety of equipment that meets and fulfills all types of needs for the adventurers of Eorzea. It just so happened that those implemented this time were class-specific. With this said, it wasn’t their intention to try and change battle balance or force any particular type of play style because of the implementation of class-specific equipment.

    To address the question about "Why are these types of items in the new recipes when they were removed in a previous patch?" The reason why nuggets where removed from recipes alongside the recipe adjustments was due to the fact that many low-level recipes had multiple steps in their recipe making them overly complex. It wasn't meant to be taken that they would never be used again in the future.

    As we stated previously, the below is the plan for new recipes:
    -Low level: No multi-step materials, easy to craft
    -High level: Multi-step materials, high difficulty

    The recipes added this time were high-level ones.
    ...completely missing the point. Why is SE making inv overload when they plan to scale our inv back to 100 slots in the future. I can deal with multi step recipes.. really, that's not the issue. why are there a million different materia. Why do materia come in 4 grades then 4 quality's, do we really need an int 13 and 14 materia, you wont even notice the difference when used. And for class only gear, its pointless, sure plenty of people will be like "oh, ill use it... derp" but couldn't you have made it non restricted so class/job can both use it. The decision making process involving flooding our inv with new junk is astounding, yay, now I have to store class gear and job gear, that doesn't even close to make sense.
    (3)

  5. #5
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Rukkirii View Post
    To address the question about "Why are these types of items in the new recipes when they were removed in a previous patch?" The reason why nuggets where removed from recipes alongside the recipe adjustments was due to the fact that many low-level recipes had multiple steps in their recipe making them overly complex. It wasn't meant to be taken that they would never be used again in the future.

    As we stated previously, the below is the plan for new recipes:
    -Low level: No multi-step materials, easy to craft
    -High level: Multi-step materials, high difficulty

    The recipes added this time were high-level ones.
    This is consistent and sensical.



    Quote Originally Posted by Rukkirii View Post
    To speak specifically to "why are these new weapons class-specific?" - the development team plans to implement a variety of equipment that meets and fulfills all types of needs for the adventurers of Eorzea. It just so happened that those implemented this time were class-specific. With this said, it wasn’t their intention to try and change battle balance or force any particular type of play style because of the implementation of class-specific equipment.
    This, however, is not.

    First, why Job Specific gear is tolerable. When you play as a job, you are changing to a role that is both narrow and specific. Because the role is defined and narrow enough, gear tailored specifically to that job is logical.

    However, classes are not defined roles, and if you had to define them, they would change depending on the encounter and the player. Developing specific gear to fit roles that change is impossible without making the set as a whole ineffective.

    Futhermore, there is already a game mechanic that allows classes to develop gear for their specific purposes. For example, instead of developing a set of GLA/MRD gear with +healing potency on it, a GLA or MRD can use existing gear with +healing Materia attached.

    Finally, the new equipment is not very useful, as classes are not always very useful ( there are exceptions ). So although there is a serious problem in the design for such equipment, the entirety of the problem does not solely reside within the equipment themselves; the poor implementation of the Job System and poor maintenance of the Armoury/Class System is to blame as well.

    My suggestion would be to place a higher priority in striking better balance between classes and jobs (Defining roles: For example, If Warrior's role is to be a Tank, make Marauder a better DD. Or if Whitemage's role is to be a Healer, allow Conjurers to DD and provide different buffs to the group; or, if such changes do not fit design specs, development on other jobs to fit those roles should be a priority). Then Design Job and Class equipment for those specific roles.
    (3)
    Last edited by Roaran; 04-27-2012 at 11:46 PM.