okay job design I already gave a fix for in my original post, by making jobs not be designed for everyone instead create jobs with themes and systems for every group a dot system for dot enjoyers a pet system job for pet enjoyers etc, design jobs for the people who enjoy those types simple everyone happy, you dont like rng dont play ast, you dont like dots then don't play w/e the dot system job is. This would require more detail but the bases i already gave.
story: there is a thing called path ways in gaming and since we have new game plus people can experience w/e pathway they choose to stop designing the story around helping the scions go to some untamed wild land and instead put the scions in a side story quest for people who enjoy them, make us simple adventures that pick up jobs that interact with the story simple. Or better yet ill use dawntrail as an example.
Instead of making everyone half to work for wuk in her story allow players to choice to help some of the others with slight changes in the story but the ending remains the same, that solves both people hating her and people who love her. let some people work under cat boy or two headed lizard man. 3 path ways in the story with ng+ allowing us to experience all 3 sides without making a new character.
Housing system:? you serious with this one when we have an obvious solution, make instant housing on private islands give free companys there own island to place plots on for players in the free company. allow FCS to make their own society/country/city on an island and outside fc can vist.
Duty que times: the solution is stop MAKING THE STORY REQUIRE DUTYS PERIOD, make the dungeons but make them optional for better gear and items but don't align the duty system with the story period. Make the open world matter more than dutys with challanging fights and instant dungeons people can just walk into with one or two people for story...
(ill have research on the others some but i will edit and make people happy with those 2 once i find what people have an issue with it for example pvp frontlines being bad design)
three of your things job design housing and duty have simple solutions to please all.
heres detail on job to please all:
Lets say i really really hate dots, thats okay I just won't play a singler job that has those. Now lets say i really really really love dots in gaming then having a job that is pure dots I will play. If you dont like dot dont play a dot themed job.
With job design the solution is simple DO not design A SINGLE JOB FOR EVERYONE instead use the god damn point of having multiple jobs in the game to design FOR INDIVIDUALS BASED ON THEME AND COMBAT STYLE that people may enjoy.
If you want an extremely diffuclt job thats great they can make a job like one that requires tons of math to dps or heal with for those type of people if you dont like that kind of game play or style in fighting YOU JUST DONT PLAY THAT SINGLE JOB.
create jobs that are similar to one another with just diffrent play styles and combat systems not that hard to please everyone when it comes to job design in a game with multiple jobs lol
dawntrail had the perfect start to please everyone story wise by doing a god damn path system...
and for housing put a damn house plot in island sancurty apply the new pll small house thing to apartments so apartments can have multiple floors balcony etc so many ways for those 3 to please the vast majority of players in the game within reason
and if your talking about p eople saying story is 2 long or w/e else its an RPG IF they dont like it story games they should just be told to uninstall the game and go play stupid fps or action game instead
Last edited by Angeldust; 10-04-2024 at 07:26 AM.
Still not getting it.




It's impossible to make everyone happy because different people find happiness in different things. If you think that the devs are just lazy or whatever because, um, people are different, then either you're hopelessly naive or you're trolling.
yes you are correct people find different things in happyness, but guess what we have MULTIPLE god d amn jobs, multiple thigns in the game there is 100% methods to make the vast majority happy with some of the things in game, I'm not saying every piece has to please every single person.
jobs for example a white mage or paladin will never make me happy cuz i hate holy bs simple thats fine, i enjoy pets its fine if you don't enjoy them however can we please one another and make each other happy. 100% we can. thats the god d amn point of games having multi content, multi jobs etc SO YOU CAN PLEASE AS MANY PEOPLE AS YOU CAN for invidual things lol
if you dont like or find joy and happyness
in y
x
z
w
thats fine you can find happyness in
a
b
c
d
this is the point of having multiple things
Last edited by Angeldust; 10-04-2024 at 07:57 AM.




If two people want polar opposite things, sometimes you can't please everyone. This is the case in the FFXIV community.
- "Please balance my job with another job!" SE complies
- "Why did you homogenize my job with another job?" SE sighs
You can find plenty more examples like that of the contradiction in the community and the problem SE has obviously had increasingly as the playerbase has grown and become more fractured and polarized.
- "Please make content easier, it's too hard" SE makes it easier
- "Please make content harder, it's too easy" SE makes it harder
- "Please make content easier, it's too hard" SE sighs
Depends on the cut scene technology, but it would be nice if interactions had more choice like SWTOR. It would be a lot to go back and change that at this point though.
This is what I was getting at.With jobs: the solution to all the problems here of "people don't like it this way, so we change it this way then those people don't like it endless cycle... bs"
Actually, the solution would be to give people a choice between play styles. Which is an opportunity they may have in 8.0 if they go with talents, skill trees and ability points.The solution to this is rather simple if you don't like how it was originally designed don't play it
It has seemed to be a problem that they just removed things over the years and never really replaced it. Not that the things they removed were relevant to most people ie. TP, elemental stats, etc. But it has started to make it noticeable how overly streamlined everything is now, while what was removed gave the illusion of a game with a lot of potential avenues at least.if you want to please party a and b then the next solution is when you remove you also create.
They still could. To be fair, Bard exists, except it's not a caster. Since they have been moving away from DoTs, I'm not sure how else they'd do it beside copying the Bard model for a caster, since the other methods trap it in a sustained rotation which they stopped due to burst windows.when you remove all the dots from summoner you should always create a new job that is 100% on that system for those that love it



You can remove all healing from tanks and still they will not devise an encounter with significant enough damage that will require such a kit. The last time we got something like that was in Alexander Gordias and that hurt the raid scene severely. Mind you that was with a more infantile kit.
I'll give you specific things that all interlock.
Reconcile the following:
1) People saying Healer should have a more robust DPS rotation.
2) People saying Healers should have more healing opportunities.
3) People liking current Healer design.
4) People not liking the responsibility of Healers in savage encounters currently(generally in PF) and bulking at more responsibility ala option 1/2.
5) Increasing the amount of people queing up as Healer in PF.
Last edited by Havenchild; 10-04-2024 at 08:35 AM.
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