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  1. #1
    Player
    Nokuushi's Avatar
    Join Date
    Oct 2016
    Posts
    25
    Character
    Erlandir Devlin
    World
    Alpha
    Main Class
    Gladiator Lv 90

    IGN Brazil Asked Yoshida about 2 min meta

    And he gave pretty solid answer.
    '' But the reason it's like this today is that we've received, in the past, feedback from all over the world saying that the timing of fights were difficult, it was difficult to align skills between classes, we were asked to unify everything, and precisely because we received these requests to homogenize this, we homogenized it"

    He is right. You asked for this. Now enjoy.
    (18)

  2. #2
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,256
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    When we asked to homogenize cooldowns, that didn't mean make all the tanks play the same and prune everyones abilities though
    (34)

  3. #3
    Player
    Nokuushi's Avatar
    Join Date
    Oct 2016
    Posts
    25
    Character
    Erlandir Devlin
    World
    Alpha
    Main Class
    Gladiator Lv 90
    Here is whole bit if someone is insterested.
    IGN Brasil asked about 2 mins meta and homogenization of jobs:

    Yoshida: " "That's a difficult question," begins Yoshi-P. "We have skill rotations varying between 60 and 120 seconds for the most intense phases and that's how it works currently. But the reason it's like this today is that we've received, in the past, feedback from all over the world saying that the timing of fights were difficult, it was difficult to align skills between classes, we were asked to unify everything, and precisely because we received these requests to homogenize this, we homogenized it"."

    In fact, in past expansions like Heavensward and Stormblood the design of fights and classes were very different from how it is today. Just look at classes that have completely changed from their original versions, like Summoner, Astrologian, Bard, and Machinist. Furthermore, the design of the bosses and the arenas in which fights take place were different, which created different situations - and functions - between melee and ranged classes. There are those who say that having the game less "on track" is more fun - and Yoshi-P is not against this idea, but there is a balance that needs to be discussed.

    Although hardcore players make up the majority of those who complain about how FF14's combat has become homogenized over the years, there is a significant portion of players, who we can consider as intermediates, who may not dedicate themselves to the more difficult encounters as diligently, but who do want to challenge themselves to overcome the game's most difficult fights and engage more frequently with the combat system than others who really stick more to the non-combat options offered by the MMO.

    Yoshida: "We're okay with making things a little crazy and having different timings between all the classes, but again, we made these changes because we got feedback that it was too difficult before. We understand that there are two types of players, so going forward, Regardless of whether we change this or not, the community needs to reach a consensus: what is better? Before changing something we need to get feedback from everyone", concludes Yoshi-P, reiterating that feedback through official means is taken into account by the developer.

    And from this the question arises: how much should Square Enix listen to the hardcore portion of players, who engage immediately and frequently with the most difficult content that FF14 proposes, seeking to optimize each and every possible movement, in relation to the average and casual player. Who also likes combat? It definitely doesn't sound like an easy task.
    (7)

  4. #4
    Player
    Volgia's Avatar
    Join Date
    Oct 2023
    Location
    Gridania
    Posts
    501
    Character
    Adam Brazenmutt
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Nokuushi View Post
    And from this the question arises: how much should Square Enix listen to the hardcore portion of players, who engage immediately and frequently with the most difficult content that FF14 proposes, seeking to optimize each and every possible movement, in relation to the average and casual player. Who also likes combat? It definitely doesn't sound like an easy task.
    I'd say the problem isn't hardcore players, Hardcore players find the idea of optimizing a fight with the tools they're given fun. The problem here is the lack of space for mid-core players, players who want to be competent at their job but not to master it to that degree. They're the ones who find end-game savage too hard, they're the ones asking for homogenization to get through the content. There's no content in the game that has space for these players because you either roll your face through the keyboard in the duty roulettes or you go get your ass whipped in savage.
    (8)

  5. #5
    Player
    Syln's Avatar
    Join Date
    Aug 2015
    Posts
    654
    Character
    Saya Finwel
    World
    Omega
    Main Class
    Gladiator Lv 90
    Well let's hope that they'll continue to listen and get rid of it then :3
    (5)

  6. #6
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Back when this happened, like half the player base didn't even exist yet.
    (6)

  7. #7
    Player
    Aldath's Avatar
    Join Date
    Jul 2023
    Posts
    224
    Character
    Ghael Rehw-setlas
    World
    Excalibur
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Volgia View Post
    I'd say the problem isn't hardcore players, Hardcore players find the idea of optimizing a fight with the tools they're given fun. The problem here is the lack of space for mid-core players, players who want to be competent at their job but not to master it to that degree. They're the ones who find end-game savage too hard, they're the ones asking for homogenization to get through the content. There's no content in the game that has space for these players because you either roll your face through the keyboard in the duty roulettes or you go get your ass whipped in savage.
    Extremes exist.
    The problem is that besides the painfully slow rotation of Unreals in Faux Hollows, there's nothing to incentivise doing them unsynced or thorough DF.
    (1)

  8. #8
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    I never had any doubt it because of feedback. The problem is that gamers are stupid and will optimise the fun out of the game if you let them. That's why game design is important. I just find it a shame that they didn't stick to their vision and just say no. Now we have corridor dungeons etc etc because it's faster. Or unique fights get deleted.

    I hope we can course correct somewhat. Same with people asking for buffs or positionals to be removed. It's just shortsighted is what it is.
    (4)

  9. #9
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    685
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    As a former speedrunner in other games. Devs need to stop saying that players will optimize the fun out of the game. They are way to overly concerned about people picking meta and optimal choices, so they remove all choices. What they fail to realize is the discovery and journey behind those optimizations is a part of the fun. When you remove that journey, the fun is bland.
    (18)
    99.99% chance probably a Titanman alt

  10. #10
    Player
    Frost1800's Avatar
    Join Date
    Nov 2020
    Posts
    50
    Character
    Una Lesrekta
    World
    Sophia
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Nokuushi View Post

    Yoshida: "We're okay with making things a little crazy and having different timings between all the classes, but again, we made these changes because we got feedback that it was too difficult before. We understand that there are two types of players, so going forward, Regardless of whether we change this or not, the community needs to reach a consensus: what is better? Before changing something we need to get feedback from everyone", concludes Yoshi-P, reiterating that feedback through official means is taken into account by the developer.

    And from this the question arises: how much should Square Enix listen to the hardcore portion of players, who engage immediately and frequently with the most difficult content that FF14 proposes, seeking to optimize each and every possible movement, in relation to the average and casual player. Who also likes combat? It definitely doesn't sound like an easy task.


    SE would listen to players who provide it with more revenue. I suppose what happened might be that "hardcore" players finish the raid within a month or 2 then unsub. They provide less revenue than "intermediates" who prog the fight during the entire patch or expansion and stay subbed during that. There might also be fewer "hardcore" players than "intermediates". As a result, Yoshida catered to intermediates and made the change.
    (2)
    Last edited by Frost1800; 10-21-2023 at 10:47 PM.

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