Actually, they should just leave the whole game for the community to handle. We surely know what's the best for the game.
Actually, they should just leave the whole game for the community to handle. We surely know what's the best for the game.
i mean they really should have player contest in general for job, for primal fights for abilitys in design and mechicas I mean what harm would it do, they get ideas from us put it in and the one that wins and looks best to them gets added to the game.
With the number of entries, you would have and the complexities of actually designing a job, giving each entry their due diligence so as to sufficiently evaluate them in a meaningful way would be very difficult. Much so, that whilst the gesture would be nice, the results would largely be discourteous, in the sense that entries will not have been evaluated properly or sufficiently enough.
It works for furnishings and glamour since you're purely looking at it from an aesthetical standpoint.
Well, I'm not talking about designing a whole job with all their skills and all their potencies, just the general concept of the job: his name, role, weapon, a glam set, a small description and maybe his gauge mechanic.With the number of entries, you would have and the complexities of actually designing a job, giving each entry their due diligence so as to sufficiently evaluate them in a meaningful way would be very difficult. Much so, that whilst the gesture would be nice, the results would largely be discourteous, in the sense that entries will not have been evaluated properly or sufficiently enough.
It works for furnishings and glamour since you're purely looking at it from an aesthetical standpoint.
Even that in itself wouldn't necessarily entirely matter, nor would it address underlying issues. It would give them ideas, and maybe a core concept with which to frame the job, but what matters ultimately is how well the job actually plays in the sense of how it feels to execute job rotation, how unique and distinct it feels from other jobs, etc.,
Frankly, whether the core idea would come from one of us, or internally with the team it wouldn't matter since there's still a sort of disconnect with how it is implemented and the potential reception that it gets from the community.
Not that I disagree with you entirely in principle, as it would be cool, I just think under this set of guidelines you wouldn't necessarily address some of the bigger problems that people have or the core issues with job design in general.
uh, how about no.
we most certainly do not know whats best. and posting new topics several times a day in general forums doesnt qualify you for that.
game companies let players run games when they have given up on them and have zero ideas and zero direction. its usually right before they pull the plug. the more they let players call the shots, the more the games become an unholy mess that ultimately.. no one wants to play.
You know that I was being sarcastic right?uh, how about no.
we most certainly do not know whats best. and posting new topics several times a day in general forums doesnt qualify you for that.
game companies let players run games when they have given up on them and have zero ideas and zero direction. its usually right before they pull the plug. the more they let players call the shots, the more the games become an unholy mess that ultimately.. no one wants to play.
And I don't think a single job contest would hurt anyone, I mean, they're going to choose the winner right? It should be at least somewhat viable.
Well actually to be fair there are some good ideas/input from the community...uh, how about no.
we most certainly do not know whats best. and posting new topics several times a day in general forums doesnt qualify you for that.
game companies let players run games when they have given up on them and have zero ideas and zero direction. its usually right before they pull the plug. the more they let players call the shots, the more the games become an unholy mess that ultimately.. no one wants to play.
However for every 1 example of that you get about 10,000+ of the opposite...
Edit:
Oh... I forgot to add a job idea for lulz...
Drunken Master
Job skills and abilities are either extremely weak or not usable at all when sober making it the most difficult job in the game to play because SE decided players wouldn't have access to booze in game... >.>
Last edited by RitsukoSonoda; 05-01-2023 at 01:31 PM.
No see, the job is completely unplayable... until you buy the /toast emote from the shop, at which point you need to regularly use /toast to upkeep a drunk job gauge, you also have a hungover gauge, which needs to be balanced out by a newly added /drinkwater emote.
NGL for as much as I do complain about job design here, almost anytime I read a person's job design idea it's completely awful
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