



So.... ARR/HW job kits functions similarly as today's? Is that it? :/
Last edited by Rein_eon_Osborne; 11-28-2024 at 04:54 PM.


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 .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.
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.
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