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  1. #1
    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.