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  1. #1
    Player
    Amarande's Avatar
    Join Date
    Nov 2014
    Posts
    244
    Character
    Miyako Aikawa
    World
    Goblin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by IdowhatIwant View Post
    Housing is never going to work, not with out adding instanced housing. I am still of a firm belief the biggest mistake with housing was allowing singular players to purchase them. I understand there are loop holes around that, but those loop holes are also inconveniences to many as well. You will never see a fair housing system unless it is given to every one. I believe the most ideal change, would be to make every players inn function like an upgradable inside version of a house like an apartment or FC room but upgradable to larger sizes, while the Island Sanctuary functions as the outside portion of housing. It's a separated experience but gives everyone the same capabilities as owning a house.
    IMO housing would have been problematic long run even without personal housing having been introduced; people would have presumably settled on the same small-FC shenanigans that are in fact currently employed for what is often effectively a personal house, and even when it isn't, it's still a massive damper on the care and keeping of middling to large FCs (because of the lack of scaling of FC level resources with membership, and the fact that realistically house decorating is almost always a one or two person job whatever the FC's size, there has been perennially a tendency for FCs to spall off foursomes of friends who then go and form a separate FC for housing/resources purposes. A larger amount of land available to FCs would of course only exacerbate this).

    At least you don't need FC house and airship access as a practical requirement to visit the Diadem anymore, so that's something.

    The problem with the MMO to RPG is really in it's direction. The game is pushing more accessibility to things such as savage, which is content that many players choose not to do for what ever reason. Making this content more accessible isn't doing anything but making job design and raid design suffer. There is nothing wrong with having a high skill ceiling, most of the most popular games have it. That skill ceiling also does not have to affect everyone in all content either.

    I know they are currently focusing on correcting the housing lottery system, but I am eager to hear what they have to say about some of these concerns specifically with class design.
    In the case of the class design thing I expect a fair amount has to do with the limitations of input devices and the sheer number of buttons some classes have had (SAM for instance had literally over thirty essential keybinds last time I looked at the job, during Shadowbringers).

    As for accessibility of content, it's a careful balancing act in an MMO because of how rewards impact further play (something which is less an issue in traditional RPGs because in trad RPGs superbosses tend to yield a lot less in terms of actual power upgrades: you get the best gear in order to prepare yourself to fight top end enemies, not afterwards!). I feel XIV does it better than most (WoW is a train wreck partly exactly because of this situation: the skill ceiling actually DOES affect everyone in all content, because there are reasons for Keystone Masters and Mythic Raiders to visit lower tier content, and then the players who that content is targeted at, who are trying to stay in their lane, are then forced off the road by that competition), but there are still some points of contention in which doing or not doing Savage impacts others in other content (in particular, some EX trials, especially odd patch ones where it's not uncommon for PF to ask for 5 ilvl below the tier cap which can at that point only be attained by having several Savage pieces, effectively locking out those players who have chosen not to do the latter content and regard EX as their limit).
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    Last edited by Amarande; 05-07-2022 at 01:44 PM. Reason: "Please shorten" I think not. :)

  2. #2
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Amarande View Post
    In the case of the class design thing I expect a fair amount has to do with the limitations of input devices and the sheer number of buttons some classes have had (SAM for instance had literally over thirty essential keybinds last time I looked at the job, during Shadowbringers).
    Classes do not have 30 buttons, as many of those skills upgrade to other skills or are assigned to a single button. Also most classes have additional buttons that serve little to no purpose over all that are never pressed or never put on some players bars. Looking at the number of abilities can be misleading, you need to play the class to understand how it functions before discussing something has button bloat and how it should be addressed. Also understanding how you play and designing good keybinds addresses this issue as well. No players plays the same, if you take 100 people that play Halo for example I will bet at least half of them will change a keybind some where before playing.
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