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  1. #1
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by RitsukoSonoda View Post
    That would make the game too difficult for the audience they've been trying to target in recent years.
    More like it would make it too difficulty for them to balance jobs, creating the neverending complaint stream about balance.

    One of these days, MMORPG developers need to face the underlying problem: they're trying to create jobs as if they're making a competitive game instead of a RPG. Balance shouldn't be a consideration in a RPG.

    Those who are competitive by nature can restrict themselves to the FotM jobs that the theorycrafters have decided are the best for the latest content release and switch when something else ends up FotM the next release.

    Those who are more interested in the RPG aspects can pick what they have fun playing.
    (1)

  2. #2
    Player
    Korbei's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    218
    Character
    Korbei Korobei
    World
    Excalibur
    Main Class
    Paladin Lv 100
    Quote Originally Posted by sindriiisgaming View Post
    imo they should stop with jobs all together and add skill trees or professions. make jobs feel more dynamic
    Is this the first Final Fantasy game you've ever played? That's not how Final Fantasy works! That's never been how Final Fantasy works!
    (0)

  3. #3
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    639
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Korbei View Post
    Is this the first Final Fantasy game you've ever played? That's not how Final Fantasy works! That's never been how Final Fantasy works!
    Other FF games with Job systems have had us unlock our skills via job points without a linear sequence, the two that come to mind immediately are Tactics and X-2. More often than not, they also allow players to mix and match abilities and passives from one job onto another, so skill trees and custom playstyles aren't out of the question for the job system. If anything, XIV is the only one to make the job system incredibly paired back with no customization in favour of balance.
    (4)

  4. #4
    Player
    Nebelheim's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    769
    Character
    Lilisette Lufaise
    World
    Leviathan
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Korbei View Post
    Is this the first Final Fantasy game you've ever played? That's not how Final Fantasy works! That's never been how Final Fantasy works!
    FF11 had the job/sub job system where subjobs are half the level of the main job and lets you use certain traits and abilities of that subjob. And the recent master level system in ff11 further increases subjob levels adding even more abilities from the subjob plus the job point and merit system. While we don't have skill trees like other mmos each final fantasy had it's own takes on how combat and jobs played.
    (0)
    That is when the true Vana'diel of legend will be reborn.

  5. #5
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,267
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    They view FFXIV as a themepark of all the different FF games, where no matter what FF game(s) you came from, there will be something familiar to you. So of course they will keep pulling from previous FF games.

    But in EW they did have a big interest in "FFXIV Original" content and jobs, such as the Alliance raid series and the two jobs. But this was mixed in with FF4 content to show they haven't completely moved away from it.
    (0)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  6. #6
    Player
    LioJen's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    279
    Character
    Volk Virses
    World
    Ultros
    Main Class
    Gunbreaker Lv 83
    “Job names are especially tough. (laughs wryly) After all, there’s no point if a job is similar to its namesake in name only; its gameplay experience needs to match their pre-established design too. At this point, I’m thinking we have no choice but to come up with brand new jobs that haven’t appeared in the FF series before. From a system perspective, if the number of jobs is fixed and well-balanced, there’s no need to add more, and adding new jobs would obviously cause a stir. But nevertheless, we always need to add more jobs to keep providing new gameplay experiences.”
    There's the quote from Yoshi, interpret it how you will
    (1)
    "Which pet do you want, Red Sticks, Chicken Nuggets or Abomination Parrot? None, get out of here with that s***." ~Samuraiking

  7. #7
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,127
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by TheDustyOne View Post
    Other FF games with Job systems have had us unlock our skills via job points without a linear sequence, the two that come to mind immediately are Tactics and X-2. More often than not, they also allow players to mix and match abilities and passives from one job onto another, so skill trees and custom playstyles aren't out of the question for the job system. If anything, XIV is the only one to make the job system incredibly paired back with no customization in favour of balance.
    I don’t disagree, but the developers have spent pretty much the entire 10 years since ARR desperately chasing the balance dragon (that they’ll never catch). Something like skill trees in SE’s eyes would either be imbalanced in some way, or completely identical and thus a waste of resources.

    Of course, one could argue that skill trees or other decisions around one’s job don’t inherently need to be completely unbalanced. But that would require them putting actual work into the game, which apparently is just too much now lol
    (0)

  8. #8
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    735
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Connor View Post
    Of course, one could argue that skill trees or other decisions around one’s job don’t inherently need to be completely unbalanced. But that would require them putting actual work into the game, which apparently is just too much now lol
    Skill trees in far too many games gave more issues than they solved. Especialy when you have to cooperate.

    The problem is that a lot of people see certain builds as optimal, and no matter what you do, deviating from that is only going to hurt your own experience (guess who they will blame). Even very simple skill trees (as blizzard even tried in heroes of the storm) in most cases just dont work. 1 build will dominate, or the builds will all be very stale and depend on the enemy (and against that, its a fixed path again).

    For games like diablo, which are single player, it doesnt hurt since you dont hinder teammates. This makes them capable of going a lot further and give them even some strange options. And yes, this sometimes means broken effects, but that is why skill trees in single player games simply end up being better.

    It was a good choise to simply have none, as in most cases they arent relevant at all, or only changes when a new bossfight is released, and then is purely adjusted for that. Its very dull as players are simply good at optimizing fun out of it.

    And this is where PvP actualy shines, as that is a situation in which you can (and usualy must) adapt towards the enemy, If they choose something strange to counter you, you sometimes must follow and counter them again. But yeah, usualy this still means just a binary choice system (the main option, or a counter specific one).
    (1)

  9. #9
    Player
    RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,147
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by UkcsAlias View Post
    Skill trees in far too many games gave more issues than they solved. Especialy when you have to cooperate.

    The problem is that a lot of people see certain builds as optimal, and no matter what you do, deviating from that is only going to hurt your own experience (guess who they will blame). Even very simple skill trees (as blizzard even tried in heroes of the storm) in most cases just dont work. 1 build will dominate, or the builds will all be very stale and depend on the enemy (and against that, its a fixed path again).

    For games like diablo, which are single player, it doesnt hurt since you dont hinder teammates. This makes them capable of going a lot further and give them even some strange options. And yes, this sometimes means broken effects, but that is why skill trees in single player games simply end up being better.

    It was a good choise to simply have none, as in most cases they arent relevant at all, or only changes when a new bossfight is released, and then is purely adjusted for that. Its very dull as players are simply good at optimizing fun out of it.

    And this is where PvP actualy shines, as that is a situation in which you can (and usualy must) adapt towards the enemy, If they choose something strange to counter you, you sometimes must follow and counter them again. But yeah, usualy this still means just a binary choice system (the main option, or a counter specific one).
    Actually, Metas are a player base problem, not a developer one. It's players that come up with them then essentially go around telling people their fun, enjoyment, and immersion are no longer allowed and that everyone must adhere to the spreadsheet.

    However given that CBU3 has been essentially stripping and homogenizing jobs to try and support the "raid meta", at the detriment of everyone else, I don't see them making anything worthwhile using skill trees.
    (0)

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