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  1. #34
    Player
    Quuoooote's Avatar
    Join Date
    Mar 2019
    Posts
    36
    Character
    Myla Quille
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Mikey_R View Post
    Even looking at the posts deeper Quuoooote describes depth as how different mechanics interact with each other and cause friction, whereas Shurrikhan describes a similar concept, but calls it complexity.
    You're misreading my intent then, because my post was meant to place explicit emphasis on decision making over mechanical difficulty. Jobs don't need to be mechanically difficult to have depth, and I thought I made my point clear using Bard's "simple" mechanics as an example. By stacking up a lot of simple spinning plates, you can create depth by forcing friction in the form of decision making.

    Either way, I find it very pedantic to dismiss the entire discussion as "going nowhere" because ideas don't align one hundred percent. Isn't that what having multiple jobs is supposed to be for? Ideally there would be different designs made to appeal to different playstyles, so harping on people for wanting different things seems a bit silly. In an ideal world there would be "decision" oriented jobs and mechanically complicated jobs for people interested in them, alongside simpler jobs for those not interested in pushing their personal limits.

    Quote Originally Posted by Connor View Post
    Why does content difficulty have to scale with literal player enjoyment anyway? Seems a bit ridiculous to me. If your jobs are ‘good in raid content’ but boring as hell in everything else you’ve still a problem. I should be having the time of my goddamn life as a healer doing Guildhests Yoshi-P
    I want to pull this up from earlier in the thread for emphasis, because I agree with it one hundred percent. People insist on jobs being as simple as they are because fight complexity is built for that in mind, so what happens when someone isn't engaging in Savage/Ultimate content? If the scales were balanced a bit more between jobs and encounter difficulty, the top end wouldn't suffer, and the bottom end would get engaging gameplay for their casual MSQ experience at the same time.
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    Last edited by Quuoooote; 08-05-2025 at 06:47 AM.