noomy are old time friend how are ya! >![]()
noomy are old time friend how are ya! >![]()
A friendlist. I would really like to know which of my friends are on at any time, maybe with a notification of someone getting on.
A news feed of some sort for when I'm doing boring stuff like crafting or waiting around for a party. Maybe a reddit feed or what have you.
Lastly and idk if this is Farfetch'd but what about some kind of pokedex system. It can search and tell you about the mob your are currently targetting and the possible drops and percentage rates.
When all else fails, Heck the Bed.
This topic is moot.
Regardless of which add-on, whether you need it or not, or whether you like it or not...someone is bound to make one.
Wow, lots of different discussions going on in this thread.
-- Parsers: They are good if you are interested in game mechanics/formulas. They are good to unveil the hidden meaning and impact of stats and skills. Since we are not told what the formula is, and the observed results are random, only a parser can tell us what the secret formula is.
-- Number Crunching: It can be interesting or even fun to optimize for numbers. However, do we want a game where that is necessary? So far, every Final Fantasy game I played did not care if I optimized for equipment/skills/whatever. I would either win or loose. If I loose, get something better. If I win, then I'm good enough to carry on to the next adventure. FF is not a combat simulator. It's a story telling game where children save the world from evil do-ers.
Now back to topic!
-- User Created UI: If a new UI package appears that a subset of the community deem ultra important and ultra necessary to the point that they will not party with others that do not have it installed then this has a negative impact to those who do not want to use that package. You can see this now with voice-chat. It's pretty much mainstream and many people will prefer not to party (or will refuse to) with others who do not have that voice-chat software. The same MAY become with other addons. For example, ones that show % of health and distance, where strategy says: Stand exactly 12 yalms from target and attack until 63%. (We are almost there now with Garuda and Raven).
But if you dig into those arguments above you can see the real underlying issue:
It is not the tools that we create, or the desire to have optimized equipment that matters. It is the world that SE creates. If they create a world where we NEED to know how to optimize our equipment to succeed, or we NEED add-on tools in order to finish an adventure then people will naturally go in that direction.
If however, SE creates a world where knowing the formulas or optimizing gear are 'nice' but hardly 'necessary', and the benefit of add-on tools are purely cosmetic without any gameplay impact then the need for those will be diminished.
So, Yoshi, what kind of world will you create for us? Where focus is on adventuring and storytelling with only a minor emphasis on equipment, or one where the parser and numbers shall rule us all?
That's essentially saying that the game does care for optimized gear/skill/etc. If you can't win, then you need to improve until you can. Obviously, better gear should equal better performance. If it doesn't, then it's a player issue. The issue is that most people can't distinguish between a bad player or bad gear based on the numbers alone. I myself would much rather group with a good player who has bad gear, than a bad player that has good gear. The good player will eventually become great, but the bad one will still just be bad.-- Number Crunching: It can be interesting or even fun to optimize for numbers. However, do we want a game where that is necessary? So far, every Final Fantasy game I played did not care if I optimized for equipment/skills/whatever. I would either win or loose. If I loose, get something better. If I win, then I'm good enough to carry on to the next adventure. FF is not a combat simulator. It's a story telling game where children save the world from evil do-ers.
I'd certainly hope people want a game where it's necessary to optimize for numbers, otherwise you'd be able to wear anything to kill anything, completely negating the need to ever progress in the game. Lots of games follow "Kill mob > get gear > kill harder mob > get better gear > kill hardest mob > get best gear", and MMOs are typically not all that different.
Please note: Better does not mean optimized.
Upgrading from level 40 sword to level 50 sword is better.
Upgrading sword to the best possible sword for that slot in order to take advantange of maximing each stat is 'optmizing'.
So far, Final Fantasy has only cared: Do you have a decent enough sword for this area.
It has not said: You have to have the best gear in order to finish this quest.
Imma let you finish, but..
You all are kinda missing the forest for the trees.
FFXIV's battle isn't like WoW's. So dmg meters will inherently work differently. I mean, from my knowledge, WoW ??k dps output relied marginally on gear and highly on rotation (the order of your skills). In FFXI(V) it was from a number of things: gear equipped at time of white/skill execution; buffs from food/spells/subjobs; and, in slightest detail, weather. So how accurate can our meters be if people are gear swapping in the middle of fights?
Me: "Hey man your numbers were kinda low"
Guy: "Oh my gear swap macro wasn't working. I messed up a line"
Me: "Liar! get outta my party, noob."
As someone else said in this thread, we don't know how 2.0 will even play. But we can go off of the history of FFonline games operating within those margins.
Final point: Final Fantasy has always attempted to establish itself as a different mmo when compared to the rest of the genre. That is why in a sea of Free to play, Final Fantasy maintains its subscription model. Being different is Final Fantasy's DNA. Currently SE is trying to make that "different" into "good". I urge all of you to think about how it felt (feels) to play a brand new mmo, day one, only to realize a week later that this "new mmo" is just a re-skinned WoW attempting to get both your time and your money all the while treating you like you don't know any better. It happens year after year and yet many of you would rather your new mmo (in 2012 no less) to play barely different than one that came out in 2004.
Last edited by Xairos; 08-28-2012 at 04:24 PM.
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