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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,313
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Been adding to this gradually, thought I'd update: Vandal (spanish), bxakid (french) (also millenium website), Charles (german), jeuxonline, gamer.nl (dutch), massivelyop, Arthas, joonbob, Okaymage, Jahara Jayde, Sly videos, more Mikoto stuff, Xeno's dungeon video, Zepla's pictomancer video, Cole's healer video.
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    Last edited by Jeeqbit; 06-08-2024 at 12:33 PM.

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,313
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Added Japanese interviews (and some other Japanese links). Summarized them here if you click "Show" https://forum.square-enix.com/ffxiv/...=1#post6475002 - some of them natively contain a google translate button, while others need to be put in manually.

    Yoshi-P addressed some very longstanding criticism on these forums in these interviews, including "trust first, business second", returning the profits to the players through development and getting approval to increase this, increasing gear rewards rather than it being reskins, admitting that mechanics got samey and too safe so now they will take risks even if it will upset some players, why Endwalker could have been split into 3 expansions but wasn't so that it's quality was good, explaining that Dawntrail's goal is to convince you this isn't the end and there are lots of places to go inside this world, Dawntrail will feature "the first step is to get to know the other person" (like Heavensward?), why it's difficult to stop us traveling with the scions but who we travel with will depend on feedback from 7.0, why RNG is being removed from jobs as a way to increase skill, why synergy is being removed to increase skill expression, why mit cooldown times are being reduced to increase skill expression and allow for greater developer creativity, why dungeons being soloable with NPCs gave people the confidence to play with players and now he wants to funnel them into social content like Field Operations, that he wants to make jobs unique again but doesn't want to do it at the same time as changing content design, that the new 8-person raids will have a good story despite how it looks.

    On casualization, he said that's not a bad thing in itself but thinks they need to be "creating a little more room for players to be creative" and "enabling advanced players to aim higher."

    Also added an italian interview: wants to fix both samey content and make jobs unique again, but can't do both at once. Wants to revert the giant hitboxes, homogenization and 2 minute window but the last 2 can't be done at the same time as fixing battles. He acknowledged people have declared they will quit if they continue this path. He thinks everyone's criticism is right but it'd be too chaotic to reverse it all at once. Admits the obvious, that if one job doesn't have a gap closer people complain, but when they add it, it's homogenization, so they just need to look at it all.

    • "we haven't changed the fact that you can enjoy playing the game just by clearing the story"
    • "dungeons along the way in the story are not balanced with the assumption that you will use mitigation"
    • in the dungeons until you clear the story, we do not have data that says that if you get hit with at least one debuff, you will be knocked down immediately. (referring to that MSQ dungeons are easier than the 2 sidequest expert dungeons)
    • when it comes to Arcadion and the 2 expert dungeons on release "rather than directly adjusting the difficulty level by dramatically increasing the total amount of damage required" "or the damage the player receives, we are trying to create a responsiveness through new gimmicks and a rich variety of moves."
    • "I don't mean 'That's why I'm going to make the mountains steeper!', but rather, 'The height of each mountain can remain the same, but let's change the climbing route more!' The events that occur should be made more unique."
    • "you'll find yourself thinking, 'Wow, there's another way to tell the story,' or 'There's a raid gimmick like this'
    • will become clearer after patch 7.1, but we're trying to make the rules for creating battle content more interesting. This is because we have accumulated long development experience, received feedback from many players, and many of our young and energetic staff members were former FFXIV players. I've started to avoid being told, "I don't like gimmicks!" In a good sense, you can play stress-free, but in a bad way, I felt like the game was running out of novelty and challenge.
    • If you say, "Let's stop doing it (because it's unpopular)," you'll end up with gimmicks you've seen somewhere before. I would like to change that
    • We're also talking about adding more individuality to the jobs in the next expansion.
    • "There are a lot of new characters coming out" "I guess there are a lot of people who are saying that WoL is fine and that he should have an adventure with new people. No" "Do you want me to forget everything and go to another world?"
    • "the first step is to get to know the other person" became one of the core elements of this story (so it seems this is similar to Heavensward's mindset of getting to know the dragons)
    • Regarding Alphinaud and Alisaie, there are people who say, "I want to see them grow up beyond being boys and girls!" However, I think there are some people who think, "As they grow taller and become more mature, they are no longer Alphinaud and Alisaie" When it comes to putting Y'shtora back in the spotlight, it's difficult because there are probably some people who say, "I loved Y'shtora and was playing this game!" However, if a new character is added and the number of people in the party increases to 20, the main character will always be acting with all 20 people -- In that sense, it's certainly difficult to introduce new characters. Which characters we travel with in 8.0 is going to likely depend on feedback and reaction to 7.0.
    • “Trust comes first, business comes later.”
    • I think it's a big point to reflect on that the rewards we received couldn't keep up with the speed of implementation of the play. Therefore, the current development team is in the process of significantly increasing the number of lines devoted to developing graphic resources for in-game rewards. By creating a lot of rewards that everyone wants and wants to aim for, we hope to be able to enjoy a variety of content for a long time.
    • We will use the profits we earn from this process to further develop new content for FFXIV...We are thinking of making this cycle even better in the future. The company's approval is required to adjust the budget for game development, but since the company has high expectations for the development of FFXIV, we were able to obtain approval for this policy. It's thanks to all the Warriors of Light who have been playing FFXIV that I'm able to talk like this about an MMORPG that has been in service for over 10 years. In order to repay your kindness, I would like to be conscious of returning these profits.
    • The storyline of Endwalker could have been split into three expansion packages, but we intentionally didn't do that. If you do that, the impact of experiencing the story will be diminished
    • They are being careful not to further inflate out view of the strength of enemies in Dawntrail ie. how we went from killing people, to primals, to garlean generals, to ascians, to elder primals made from the aether of many ascians, to a world-destroying boss.
    • Dawntrail is trying to remind you "Oh, the world is big, and even if you don't go to another planet, there are still many things to see, hear, and feel different values."
    • Now that people got through the dungeons with NPCs, they gained the confidence to party with other players, so Yoshi-P wants to create large-scale content for them now like Field Operations.
    • We believe that incorporating new experiments like this will also lead to the "return of profits" mentioned earlier. I hope that not only those who are currently playing FFXIV will enjoy it, but also those who have taken a break from playing FFXIV will be able to think about returning to FFXIV. As the number of people increases, the player community is becoming more active, so we would be happy if friends could talk to each other and have fun playing together.
    • On casualization: in order to strengthen the playability, we will also review the fact that the overall content was leaning towards a casual balance. However, being able to play casually is a good thing in itself, so rather than losing that aspect, we should create elements such as "creating a little more room for players to be creative" and "enabling advanced players to aim higher." This is an image of increasing the amount in stages. This is more like the nuances of creating content than the content itself.
    • when a new planner came up with an idea for a piece of content, he was sometimes stopped by someone who said, "We implemented a similar gimmick in the past, but the feedback from players was really bad, so we decided to stop it." This probably comes from the goodwill of trying to protect the new person in charge from receiving bad reviews, and I understand that sentiment. However, I think it might have been better if there was a moment before the decision to stop. If you become too conservative, you won't be able to evolve.
    • I feel that there was a more active exchange of opinions in subsequent meetings. For example, regarding the "gimmick to guide a specific target," some people like me say, "I like the element of successfully guiding even while guiding and making it compatible with attacks" because it is a showcase of player skill.' There were a lot of different opinions, including one person who said, "I don't like it because there are a lot of problems that come with it, such as the influence of job contribution and the size of the target circle.'' I also remember hearing people say, "I want to try that, I want to try that," and I felt that this was definitely healthier.
    • We have maintained the numerical balance so that you won't feel any major changes in the dungeon when clearing the main quest. The numerical balance is such that if you receive two attacks at the same time while receiving a debuff that increases damage taken, you will be unable to fight. However, there are new gimmicks and fresh experiences waiting for you, so if you persist in attacking until the last minute like you used to, it might be a little dangerous until you get used to it (lol).
    • We have also redesigned the raids that take place after reaching level 100 to make them more "challenging" rather than simply difficult. Rather than making it difficult to set numerical values, the main focus is on responsiveness and freshness. In particular, the eight-person raid this time has a story that has never been seen before, so I'd be happy if you could feel, "Wow, this kind of thing is also possible." On top of that, I think we'll be incorporating many more new ideas from patch 7.1 onwards, so please look forward to it.
    • On the other hand, regarding jobs, during 7.X, we refrained from drastically changing the gameplay or making them more unique. This was because we had changed the content production mindset to some extent, and if we also made changes to the jobs at the same time, the changes would be too big, and there was a possibility that the perceived difficulty of the content would increase too much.
    • As we reach the milestone of reaching level 100, we hope that you will enjoy playing the new content with improved jobs while respecting the familiar controls. After that, I'm thinking of entering a phase where I look at the timing and explore the individuality of the job a little more.
    • On why he's removed randomness from jobs: This is the result of focusing on making tactics more stable while still leaving room for innovation. For example, up to Patch 6.X, the damage efficiency of the Thunder magic Proc effects will decrease unless you use them at the very end of the original debuff effect time, but the specifications are very difficult for beginners to understand in the first place.
    • it comes down to "Once you've mastered the basics, how can you add your own ideas from there?" In the astrologian's case, "which card to use, when, and for whom" depends on the party and content, so randomness has not been completely eliminated. You can draw a set of four cards every 60 seconds, so you can choose which cards at which timing, such as by using cards with recovery effects to create opportunities for attacks. That judgment is where you can show off your skills as an astrologer. In this way, while reducing the randomness caused by random numbers, we have intentionally adjusted the areas where player skill is important to be wide-ranging.
    • The aim is to reduce the importance of so-called "synergy combinations" in battle. If synergy alignment is placed at the center of the timeline, everyone will end up with similar skill rotations, and above all, the individuality of each job will be diminished. In feedback from players, we've heard many say they don't want job performance to be evened out any further, and I'm also the type of person who feels it's more fun to have a different gaming experience for each player. With this in mind, we placed emphasis on a format in which "we prepare a base movement for each job, and then individuals can devise ways to suit the content.'" The same reason is why we increased the duration of damage reduction actions. You can now use it much in advance of the enemy's moves, so I think using it before the controls get busy will give you time to take a closer look at the gimmick. This policy also has benefits for the development team, and by giving the player more leeway, we can come up with innovative ideas. Therefore, I hope we can find a good compromise that will be a win-win for both parties.
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    Last edited by Jeeqbit; 06-10-2024 at 11:56 PM.

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