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  1. #3
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Many ideas read good on paper and don't work out as intended, true, but also if say many times SE has actually listened to feedback but only to the shallow most extent. For example I was a huge fan / wish for the island like content, but what we got was very shallow and maybe great for some but bewildered me with Excel based gameplay.

    Not saying your concerns can't be concerns but imo the core issues:

    1. Gameplay roleplay is desperately neglected. This is a large encompassing concept but includes lack of job identity, lack of item identity, lack of world identity (open world is neglected to almost be only a corridor). You could I guess summarize it as the game is having an identity crisis.. but I think gameplay roleplay gives a stronger sense of direction. The R in RPG is dying each patch. There is still game, but it lacks the roleplay. Story is of course there but it's one pillar of a structure and when it falters.. well good luck.

    2. Stat and content scaling easily create dull experiences and lack of job value. Where healer loses value (though they have tried to nudge it back), jobs become boring to play, and content becomes ignore all the mechanics.

    3. Content is overly routine. As in DDR, highly predictable. Not much reaction as it is anticipation that creates quality play. Memorization wins, and add-ons become easily supremely useful.

    4. May line up with 1. But SE adds limbs to the tree rather than bolster the tree itself. Content is set off to the side in such a way that you could never know it even existed.


    My imo.
    (13)
    Last edited by Shougun; 02-11-2025 at 01:25 PM.