ElBoxyBrown
Banned
He basically did what Tabata couldn't.
Not a good comparison since Versus XIII never came out.
He basically did what Tabata couldn't.
Yet they added breast slider, breast bounce, female AF armors that show more skin than male variants ...
I mean,, is not as bad as the other MMOs out there but ARR added some fanservice compared to 1.0 or XI. Still, it's good that they maintain their point of view instead on going all in with stupid fanservice.
Larger (and also smaller) breasts are not inherently sexist.
My wife has a large chest. She dragged that slider all the way up on her Roegadyn because it matches her.
Context is always important, and everything you describe is player choice.
I play as a female character too, but I'm decked out in the heaviest of gear that covers my character from head to toe.
Remove your Yoshida love googles to see that Tabata actually created a decent mainline game for once.He basically did what Tabata couldn't.
This site really loves FFXIV, wow.
Well, in any case, I think it'd be swell to give this Yoshida fellow a shot at FFXVI, maybe. But I suppose the question is whether he'd even want to do that.
This site really loves FFXIV, wow.
Well, in any case, I think it'd be swell to give this Yoshida fellow a shot at FFXVI, maybe. But I suppose the question is whether he'd even want to do that.
A massive turnaround that required them to sacrifice many of their internal projects?Because it's a good game and a massive turnaround any other company would have just burned to the ground after its original failure.
They now have a new, stable, money-making MMO. I don't see how that's a bad trade-off for their future financial stability.A massive turnaround that required them to sacrifice many of their internal projects?
Definitely NOT a good trade off but I guess SE were lucky it worked out for them, otherwise they nearly gambled their future on it.
The time now is different as they are making big money from Mobile but that wasn't he case during XIV 1.0.
Because it's a good game and a massive turnaround any other company would have just burned to the ground after its original failure.
Yoshida also genuinely "gets it" and isn't just a PR-mouthpiece. That in itself goes a long way.
I think what Malik meant is that 14 requiring saving fucked over a lot of things, like Versus. And many would probably prefer the woltld where it never needed to be saved and Versus and all the stuff that got messed up in the process could have gone on unmolestedThey now have a new, stable, money-making MMO. I don't see how that's a bad trade-off for their future financial stability.
We'd all prefer a world where the game we want was able to come out and another game wasn't utter shit. Sadly, Tanaka was old and bad at MMO design so Yoshi-P had to come in and save it. The games industry in general needs more people like him.
A massive turnaround that required them to sacrifice many of their internal projects?
Definitely NOT a good trade off but I guess SE were lucky it worked out for them, otherwise they nearly gambled their future on it.
The time now is different as they are making big money from Mobile but that wasn't he case during XIV 1.0.
I think what Malik meant is that 14 requiring saving fucked over a lot of things, like Versus. And many would probably prefer the woltld where it never needed to be saved and Versus and all the stuff that got messed up in the process could have gone on unmolested
I understand what he meant. That's the price of doing business though. Sometimes projects have to be stuffed in order to prioritize other things.I think what Malik meant is that 14 requiring saving fucked over a lot of things, like Versus. And many would probably prefer the woltld where it never needed to be saved and Versus and all the stuff that got messed up in the process could have gone on unmolested
So am I, minus Versus dying lol.I understand what he meant. That's the price of doing business though. Sometimes projects have to be stuffed in order to prioritize other things.
We got a good MMO out of it, and SE got a stable money-maker. I'm fine with that.
You are two focused on slot swapping that people macroed for XI
Which is stupid. I dont want that either. I DO want gear to be more than just glorified number boosters
That's fair. FFXI was really good at the time and I'd definitely love some of the features coming over/coming back. I, to this day, love the concept of the old class system that XIV had going for it. I know why they took it away, but still. I did try going back to XI and I think it's a bit of a relic at this stage. Understandably so, but it is tiresome to have a hurdle for every little thing and even through my nostalgia I know getting the Kazham keys was annoying and being locked out of expansion content in Chains of Promathia got game-quittingly frustrating when level caps were a real roadblock.Tanaka had a lot of flaws, but blaming him entirely for how XIV 1.0 turned out isn't the right approach. He had a boss who had a boss that wanted shit rushed out. Even then, he designed XI which was a far superior experience to XIV.
Agreed. ESO is my MMO of choice as it gave me things FFXIV didn't. Character progression and horizontal gear progression are the big ones. You have a lot of freedom to a play a class how you want to and it will work out. The community is mostly okay with it too.For me the top mmos are between this an eso.both came out to huge outcrys of series fans saying it needs changing. And both games got huge turnarounds
Agreed. ESO is my MMO of choice as it gave me things FFXIV didn't. Character progression and horizontal gear progression are the big ones. You have a lot of freedom to a play a class how you want to and it will work out. The community is mostly okay with it too.
There is only one way to play every job in FFXIV. The cooldowns and buff timers almost force it. Stat points don't matter either.
Agreed. ESO is my MMO of choice as it gave me things FFXIV didn't. Character progression and horizontal gear progression are the big ones. You have a lot of freedom to a play a class how you want to and it will work out. The community is mostly okay with it too.
There is only one way to play every job in FFXIV. The cooldowns and buff timers almost force it. Stat points don't matter either.
I was specifically referring to the ones you get on level up. They did not matter when I played outside of tanks. Everyone just put all points into the main stat of that class.Oh yes they do.
Well, there is one way in actuay playing g a job WELL. But I enjoy that there is a high skill ceiling in actually accomplishing that, some jobs way more than others.
It never stops surprising me how poorly the general populace plays with the gear they have. It honest feels like no one reads the menu on what their moves actually do of get affected by.
I was specifically referring to the ones you get on level up. They did not matter when I played outside of tanks. Everyone just put all points into the main stat of that class.
Then they went and made STR and VIT function virtually the same for tanks to force people to just pump it all into VIT. That really isn't offering a choice. That's about when I stopped playing the game. So if things are different now, it would be good to know.
Well, there is one way in actuay playing g a job WELL. But I enjoy that there is a high skill ceiling in actually accomplishing that, some jobs way more than others.
It never stops surprising me how poorly the general populace plays with the gear they have. It honest feels like no one reads the menu on what their moves actually do of get affected by.
That's because you can get to max level and get end-game gears with little effort. The game doesn't prompt you to get better, in some cases losing even rewards you by making things easier! And cross-server instanced content foster this attitude since people don't have to face consequences for their low skills.
The easier the game is, the less efforts the casual player that never played a MMORPG before is going to put in it to get better. You can also sorta see in FFXI nowadays when the game got less punitive.
Agreed. ESO is my MMO of choice as it gave me things FFXIV didn't. Character progression and horizontal gear progression are the big ones. You have a lot of freedom to a play a class how you want to and it will work out. The community is mostly okay with it too.
There is only one way to play every job in FFXIV. The cooldowns and buff timers almost force it. Stat points don't matter either.
The number increases on gear was one of the reasons the game bored me. I could only see myself playing for that extra 1 point of whatever attribute on gear each step on the ladder. The ladder that SE will just continue to build, making all previous gear worthless as I pile them under my feet. I didn't like the idea of gear level requirements too, dps checks on bosses, maybe it existed in ffxi but it didn't seem so in your face.
I hate subligar, it demoralized me in FFXI as a thief in endgame gear with dragon subligar (the quest for pants).
Yoshi-p seems like the best person working at square.
The number increases on gear was one of the reasons the game bored me. I could only see myself playing for that extra 1 point of whatever attribute on gear each step on the ladder. The ladder that SE will just continue to build, making all previous gear worthless as I pile them under my feet. I didn't like the idea of gear level requirements too, dps checks on bosses, maybe it existed in ffxi but it didn't seem so in your face.
I hate subligar, it demoralized me in FFXI as a thief in endgame gear with dragon subligar (the quest for pants).
Agreed. ESO is my MMO of choice as it gave me things FFXIV didn't. Character progression and horizontal gear progression are the big ones. You have a lot of freedom to a play a class how you want to and it will work out. The community is mostly okay with it too.
There is only one way to play every job in FFXIV. The cooldowns and buff timers almost force it. Stat points don't matter either.
A massive turnaround that required them to sacrifice many of their internal projects?
Definitely NOT a good trade off but I guess SE were lucky it worked out for them, otherwise they nearly gambled their future on it.
The time now is different as they are making big money from Mobile but that wasn't he case during XIV 1.0.
lol no, ESO has probably the most vapid emotionless meaningless combat I've ever played in an MMO.
ARR might be slow but at least hits feel like they have impact.
Also I've never heard anything about ESO in ages, isn't it dead?
The sad thing is that they already made a MMORPG with excellent itemization, but basically completely threw everything away. I know some people hate gear swapping, but it's really a great mechanic that makes a lot of content relevant and makes people want to do that content.
Granted, FFXIV in its current form can't really support gear swapping due to the lack of stuff like secondary stats, skills and general poor RPG system.
The sad thing is that they already made a MMORPG with excellent itemization, but basically completely threw everything away. I know some people hate gear swapping, but it's really a great mechanic that makes a lot of content relevant and makes people want to do that content.
Granted, FFXIV in its current form can't really support gear swapping due to the lack of stuff like secondary stats, skills and general poor RPG system.
This line of thinking confuses me--you had one item set that was "best" for any one individual task (stacking haste +% for TP or Enfeebling Skill+ for enfeebles) but you still didn't have much in the way of choice. Remember when you got kicked out of parties if you didn't have the walahra turban? Or you always had to eat sushi since accuracy gear wasn't great? Maybe that got fixed as XI got older.
More gear options are meaningless if that just means each gearset has a single purpose. Then you're just playing a game of collecting all of the gear you "need." Interesting itemization is, imo, more like older WoW with unique set bonuses that could radically change how you played that class. The problem with that really does come down to the balancing act. It'd be cool to have a powerful shield with "5% chance to cast cure when struck," but how do you make that both worth having and then provide another option later that's more powerful but still different? There's definitely a way! I just think it's too cumbersome for most games to deal with.
Has Yoshida ever made an offline console game?
See 11 is a bad example
You only need to look at how other multiplayer games handle rpg building and balancing to see how it could be done better
Destiny, Dark Souls and Monster Hunter are all games where gear AND execution matter. Tons of toys, tons of fun
FFXIV is an amazing achievement but when the luster wears off its either grinding or sweating it to hardcore content
There isnt much discovery, experimentation and stuff to toy with that drives uniqueness and replayability
And I dont buy this crap that its impossible to balance
This completely echoes how I feel. I don't think XIV's gear system is an actual fault. It's just something I personally don't like. The game limits choice, but also doesn't suffer from having to constantly balance every single facet of every class or item.This line of thinking confuses me--you had one item set that was "best" for any one individual task (stacking haste +% for TP or Enfeebling Skill+ for enfeebles) but you still didn't have much in the way of choice. Remember when you got kicked out of parties if you didn't have the walahra turban? Or you always had to eat sushi since accuracy gear wasn't great? Maybe that got fixed as XI got older.
More gear options are meaningless if that just means each gearset has a single purpose. Then you're just playing a game of collecting all of the gear you "need." Interesting itemization is, imo, more like older WoW with unique set bonuses that could radically change how you played that class. The problem with that really does come down to the balancing act. It'd be cool to have a powerful shield with "5% chance to cast cure when struck," but how do you make that both worth having and then provide another option later that's more powerful but still different? There's definitely a way! I just think it's too cumbersome for most games to deal with.
Yeah, it's weird how a console game is made to work with pads. Wait, what?
This line of thinking confuses me--you had one item set that was "best" for any one individual task (stacking haste +% for TP or Enfeebling Skill+ for enfeebles) but you still didn't have much in the way of choice. Remember when you got kicked out of parties if you didn't have the walahra turban? Or you always had to eat sushi since accuracy gear wasn't great? Maybe that got fixed as XI got older.
More gear options are meaningless if that just means each gearset has a single purpose. Then you're just playing a game of collecting all of the gear you "need." Interesting itemization is, imo, more like older WoW with unique set bonuses that could radically change how you played that class. The problem with that really does come down to the balancing act. It'd be cool to have a powerful shield with "5% chance to cast cure when struck," but how do you make that both worth having and then provide another option later that's more powerful but still different? There's definitely a way! I just think it's too cumbersome for most games to deal with.