Hey all, one of the resident Grumpy Vipers here on the forums chiming in again about the recent interview with Naoki Yoshida-san from Eurogamer.net. If you are interested in reading the interview before this post, please refer to this hyperlink. https://www.eurogamer.net/naoki-yosh...nal-fantasy-14
It also goes without saying that this is a translated interview, so there is no way to be certain that Yoshi-P's words are being completely accurately represented here. But I will assume they are, as I have no other choice if I want to participate in the discourse surrounding the game. Big wall of text coming, but I'm very passionate about this issue. Furthermore, this is respectful (albeit concerned) feedback and I have no ill will for the developers, I just think they are handling things wrong and want to share now.
Like many of you, I have been anxiously awaiting hearing about the future of several jobs in FFXIV after the controversial 7.05 changes, especially to Viper, a job that drummed up a fair share of controversy both when changes were initially announced and when those changes were implemented.
Of course, Viper is not the only job that has had a rocky road here in Dawntrail; Samurai and Black Mage were both partially reworked on the launch day of a Savage patch due to negative feedback, and Dark Knight and Monk players have had mixed feelings about their jobs since launch. This is just a summary, but since this is the DPS forum, I will focus mainly on DPS, and the incredibly problematic issues that have been made increasingly apparent since DT's launch and, of course, the publication of this article. As much as I want to, I will not make this a complaining thread specifically about Viper, there's a megathread for that, but I do want to talk about two things: confidence and communication. Viper is just the vehicle I will use to do that, but this problem applies to all jobs, and I'd love it if other job experts could share how DT's changes have made them feel about their jobs.
The recent job changes reek of a lack of confidence in how to design the game moving forward. I speculated in the Viper threads that they were willing to go through with this change in such a short amount of time not because there was a lot of feedback, but because they were already afraid before the job was even out, and this has proven to be true based on Yoshi-P's statements in the interview. To quote:
This puts a lot of job changes into perspective for me. Monk, Samurai, Viper, Black Mage, and the like have not been reworked and reworked again because the developers have a confident direction moving forward. They have been reworked because the developers are just throwing things at the wall to see what sticks, and they have no idea how things are actually going to ship until they have gone out. Them "working right until the last minute" and agonizing over job changes is not a good thing. You're telling me they don't design jobs with an idea in mind and then execute on that idea? That they're perfectly fine flip-flopping within days of a job's release, because they had no idea what they really wanted the job to be to begin with?"We had adjusted right until the last minute and we did have in mind the possibility that some players might provide feedback that it was too busy to play."
Regardless of how you feel about the Noxious Gash change, the Tsubame Gaeshi change, the Black Mage simplification, or the removal of Monk timers, I find it hard to believe that it could be interpreted as a good thing that they lack confidence when they design jobs and ship changes. Did they honestly believe that the changes they made to VPR, SAM, and BLM in 7.05 would be better, or did they just shamble toward release on that issue too, thinking "we'll solve it when we get there?" Or, what about the announced Dragoon rework for Dawntrail, that they walked back on in the end? Were they ever confident in that decision, or did they just get scared? I can no longer trust that, when they make a good decision in a job's design, they did it deliberately, because this makes them sound so wishy washy.
Which brings me to the next issue: communication. Honestly, this is the bigger issue of the two, and it's actually baffling how many red flags about communication there are in these short few paragraphs of Yoshi-P's interview. Whether you are pro-developer communication, anti-developer communication, frustrated or happy with changes, this is deeply concerning. There are so many red flags here. I will address several of them.
Where did this feedback come from? A big part of the initial pushback to the Viper changes' announcement was that people could not find feedback of others complaining, so who are these "a lot of players"? It would help if we knew where these voices were coming from so we could compare, but there's no other information given. This gets more concerning later, so I'll come back to this point in a second.We did release the job in that state, and then we found a lot of players say it was very busy to play to the extent that they were not able to see mechanics.
No, you didn't. You announced that you were making changes to the job, not that you were considering it. There is a big distinction. There was no invitation to dialogue about whether or not it should be changed, nor any directions to official channels through which feedback could be given about what sorts of changes there should be."We announced that we were considering making adjustments to the job . . .
Great! So, if there was a lot of feedback (there's that phrase again) from players who liked it and were happy, we should keep it the same, right? Or at least try to reach a compromise?The response to that was a lot of feedback from players who had already reached the level cap and were already used to playing with the job, and they were happy with the way it played.
Oh.However, we had already identified some actions which would inevitably be a cause of stress for players. Eventually, we just went through with adjusting what we had initially planned, and that was unrelated to community feedback.
What Yoshi-P has said here is that, even though players liked something, they internally decided they didn't and intentionally ignored feedback. They saw it. They read it. And they ignored it on purpose. He even confirms this by saying:
Which is it? In the first quote in this excerpt, about "a lot of players saying it was very busy to play," you decided to do an adjustment based on their feedback. But then, when people gave feedback because they didn't want the adjustment, you . . . ignored their feedback? Are you listening, or not? If you aren't, that's quite concerning, given the fact that you admit to being incredibly unconfident in the direction of Viper until the last minute, and if you are, you're incredibly inconsistent about how you listen and who you listen to.'Hey Yoshida, you're listening too much to community feedback', but that was only a little bit so really you don't need to worry.
I understand that it is a necessity of game development that some people will dislike certain changes. Ignoring feedback is not some unforgivable crime, and eventually you will have to ignore someone's feedback. You cannot please absolutely everyone, and I am not so entitled as to think that every job has to be for me. This is why I am okay with jobs like Summoner existing even though I find them painfully boring, because they are objectively successful designs in terms of play rate and player satisfaction, and I get that it was the right choice even if I did not agree.
But now, I do not even know if the team thinks THEY are making the right choice. If I truly believed they made this Viper change because they were honestly 100% confident it was for the best, maybe I could get behind it. But when they admit that they had no confident design direction for the job, how can I? Same for these recent changes to Samurai, Dragoon, Monk, Black Mage, Dancer, Machinist. . . Some of these changes have been successful and some haven't, but was this success a result of deliberate planning or totally by mistake? The more I read, the more concerned I am that it's the latter.
I am sorry for the big wall of text, but this is deeply concerning. With all of the voices in the community right now talking about job design as a major point of contention, the fact that they don't know what they're doing and then brazenly admit to ignoring some of the community's voices can only be described as an alarm siren. And this isn't even getting into issues like Healer design or the MSQ. . .
I think going forward, the FFXIV Development Team should consider implementing official channels of communication that people will actually use. Game surveys when they consider changes, and announcements about what they are thinking internally when they consider changes (like what Yoshi-P SAID they did for Viper when they actually didn't). Maybe allow the playerbase to vote on proposed changes or preview things in a test environment like the media tours. I don't know. It's just so hard to sit here and read that my voice and the voices of my friends were intentionally ignored while others get heard, all in the name of changes the devs have no faith in.
What are you all thinking? I'd love to hear more voices and perspectives. I know we all just want the best game possible, so if you like these changes, more power to you. But I am growing increasingly worried for the future of this game, not based on the changes themselves but the way the devs are handling them.