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  1. #1
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,053
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Garnix View Post
    [...]Having a kit with more buttons doesn't change that, as most of the fight design is about learning mechanics and maintaining uptime. The rotation is not the engaging part, as most people have them in muscle memory.
    So.... ARR/HW job kits functions similarly as today's? Is that it? :/
    (2)
    Last edited by Rein_eon_Osborne; 11-28-2024 at 04:54 PM.

  2. #2
    Player
    Garnix's Avatar
    Join Date
    May 2014
    Posts
    642
    Character
    Leih'to Molkoh
    World
    Zodiark
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    So.... ARR/HW job kits functions similarly as today's? Is that it? :/
    Not exactly, it had a bit more room for player skill expression. But ultimately, I am really doubting that this is what would make people "click" better with the game.
    I agree with you all that job design should improve though, that's undeniable.
    I am just very much doubting that this would change the early game experience much.
    I think the fights design is much more linked to that experience than the job design.
    (0)

  3. #3
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Garnix View Post
    Not exactly, it had a bit more room for player skill expression. But ultimately, I am really doubting that this is what would make people "click" better with the game.
    I agree with you all that job design should improve though, that's undeniable.
    I am just very much doubting that this would change the early game experience much.
    I think the fights design is much more linked to that experience than the job design.
    Imagine if a game had a scale between 1-10 for both job design and fight design. Now, I will stick, for the moment to just normal and mid-core content - so , up to extreme, for PVE, also including PvP design .

    I would give FFXIV a 3, maybe a 4 if I'm feeling particularly generous, on a given day, for job design. I would give fight design a 4.

    Well, this may not relate exactly with your comment, but I'll try to explain what I like, I why DT is now less enjoyable for me:


    For jobs: there is no/little skill expression- there is one *right* way to play each job, with no choice whatsoever, and that one way is supposed to fit all encounter difficulties and all content types/party sizes, party compositions. If you don't like that way- too bad. If the dev team makes a poor design choice- too bad- wait --- way too long

    For fight design: do you like to dodge? would you like to dodge more and more stuff? yes, this is the peak of fight design! forget unique dungeon designs, or roles.. or puzzles. I never thought the day would come when I would miss the math boss, but it has come.

    So in very early game experience - I would be looking at the job design more than the fight design, personally, however I would , as I progress expect more of the fight design to creep in and impact the player experience. Personally I would prefer more complexity in the jobs even if that means less complexity in the encounters, there are probably other people who would completely disagree.
    (11)