things that seem incredible to me considering that the FF11 devs had a worse engine but they managed to fit most of the summons, if ff14 devs can't handle so much technology and tools at their disposal, it speaks volumes about them or rather they don't want to.



FF11 actually cared about the jobs feeling unique. All the FF14 devs care about is making everything homogenized so they can put in minimum effort in development.

Okay, but let's say that FFXI is a completely different game compared to FF14.
The problem with the new smn is that the summons have no real identity and are not really tangible (they are all the same, unique ifrit that for better or worse is saved).
The old one, with all the defects it had (and they could easily be resolved by making less wicked choices), had each summon being used for a very specific purpose. Every single summon had a true identity and a true purpose and above all it was a tangible and interactable entity. Actually similar to FFXI.
It's not the developers who can't fit FFXI's 20 summons, it's precisely the bad closed restricted design of the new smn that doesn't allow them to do so.
Last edited by Ggwppino; 12-06-2024 at 06:28 AM.
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