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Building the Future of Vana'dielFollow

#1 Dec 01 2011 at 8:58 PM Rating: Excellent
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Final Fantasy XI is fast approaching its 10th year of operation. Its international community remains vibrant, and the virtual world we inhabit continues to change and grow. However, as an MMO, the true experience of FFXI encompasses the world outside the game as well, and Square Enix has grown more active in reaching out to player communities. A YouTube channel for FFXI was recently established, and lucky fans in Japan just enjoyed a special concert showcasing classic compositions within the game.

As part of these efforts to support the game and its players, the development team invited ZAM up to Square Enix headquarters in Tokyo to get an inside look at what makes the game so captivating, even a decade after its launch.

Read the full article!
#2 Dec 01 2011 at 9:35 PM Rating: Good
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New Challenges, New Adventures

How about new monsters to challenge players? "More will be added to Voidwatch along with future version updates," Ito reveals. "We're going to add a lot of boss-type monsters." Abyssea focused on small teams, but what about large Linkshells that want events to accommodate more of their members? "Large-scale content aimed at Linkshells is something we are actually working on right now," says Ito. Another subset of players still has been waiting for another epic storyline, akin to Wings of the Goddess or Treasures of Aht Urghan. Regarding the next addition to the game, Tanaka states "The major concept of Abyssea was an add-on focused on battle. The add-ons before that had content that focused on story scenarios. For the next version of content, we are considering a new style -- something different from both of these."


NO MORE EIGHTEEN MAN EVENTS SE. Jesus ******* Christ on stick, how can a development team be so god damned dense.
#3 Dec 01 2011 at 11:05 PM Rating: Good
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to be fair they have a game that lasted 10 years without going FTP. So they must have done something right.
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#4 Dec 01 2011 at 11:08 PM Rating: Excellent
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I actually don't mind events with a lot of players - what I mind is what happened today, when I spent twice as much time waiting for 18 ppl to get their butts organized to do Voidwrought as I spent killing it 3 times with said people.

I wish they could find a way to make walk of echoes not die off so fast all the time. I actually really enjoy the event (though would be nice if loot pools generally sucked less) - what I like about it is it is a massive group event that doesn't require spending tons of time managing people. (When it is working... of course when it is dead the content is not doable, which sucks - and which is why I suggested scaling walks so they could be completed with fewer players)

I don't play videogames because I want to manage people. I want to play, NOT shout, NOT stand around waiting for little johnny to find his way, NOT wait while the party leader desperately looks for the one job we are missing and need to proc... that just isn't fun.

Also, all the logs and ores in endgame loot pools can burn in a fire.
#5 Dec 02 2011 at 12:03 AM Rating: Excellent
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Also, all the logs and ores in endgame loot pools can burn in a fire.


Well, if you bring some fire crystals, you could make that happen...
#6 Dec 02 2011 at 12:08 AM Rating: Excellent
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#7 Dec 02 2011 at 12:19 AM Rating: Excellent
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#8 Dec 02 2011 at 4:15 AM Rating: Excellent
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I just finished reading it and what I took from is that the FFXI devs have never actually played an MMO before and have no idea what to do.

They make a set of expansions that add's players (and revenue) and livens up the game significantly, then say it was a bad idea and want to go back to how they did things in 2008/2009, the time when players were leaving. They have no idea how drop rates work, even when they have the code in front of them. Talking about how an 18 man VWNM group will get more drops then an Abyssea or other "end game" group. They must count petrified logs as being one of the "good drops".

Just proves what I've said for years, the developers are not players and have no idea what we do and why we do it. They also go one step further and ignore most of our feedback, focusing only on what they want to hear.
#9 Dec 02 2011 at 5:08 AM Rating: Excellent
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I just finished reading it and what I took from is that the FFXI devs have never actually played an MMO before and have no idea what to do.

They make a set of expansions that add's players (and revenue) and livens up the game significantly, then say it was a bad idea and want to go back to how they did things in 2008/2009, the time when players were leaving. They have no idea how drop rates work, even when they have the code in front of them. Talking about how an 18 man VWNM group will get more drops then an Abyssea or other "end game" group. They must count petrified logs as being one of the "good drops".

Just proves what I've said for years, the developers are not players and have no idea what we do and why we do it. They also go one step further and ignore most of our feedback, focusing only on what they want to hear.


They knew what they were doing, just that their plan went tits up. I still firmly believe that Abyssea was adding octane to the gas tank of FFXI to let us all burn through it and move onto FFXIV, FFXIV failed and now they have to undo what they they did with Abyssea (no other reason they would of been so careful for so many years then go ******* with Abyssea). Hence retooling all the old endgame events, laughably low drop rates on new content and big number events.

I've done hundreds of voidwatch runs and I can count the number of trophy bodies I've seen drop to ANYONE on one hand (with capped lights). So they took the old "low low drop rates" and added a stupid loot system to make it even frigging worse. They don't realise how bad an idea that is and what's worse the timing for such a horribly unrewarding event can't be worse..right after "give you everything" Abyssea. They keep us needing to do the event longterm but forget people will get pissed off and just quit out of frustration over it, oops?.

Anyway I noticed the comment about future add-ons at least.
#10 Dec 02 2011 at 5:28 AM Rating: Decent
rdmcandie wrote:
to be fair they have a game that lasted 10 years without going FTP. So they must have done something right.


Exactly. Although I will admit if 18 people are needed for VoidWatch (to get the full potential) then so be it. I would be happy with that.


It is hard for them, so dont insult them people have no clue exactly how hard it is to make an MMO let alone keep one going for 10 Years.
I could write a long list but I wont bore people, if people want to stick to their small groups then there is content for you, if you want to solo there is content for you, if you want to go back to the good old days of 18+ then great.

XI used to attract the one kind of gamer, those who can spend hours and hours just to get some levels. Those who stuck around accepted that, those who didnt quit.

Now its not like that, SE opened a door to the casual gamer making it easier to criticise.

SE are working hard fixing the one real thing they have needed to sort out from day 1 and that is how they communicate to the players (casual, hardcore etc). I am glad they are working on the balance :)

GJ SE I say.
#11 Dec 02 2011 at 5:36 AM Rating: Good
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I just finished reading it and what I took from is that the FFXI devs have never actually played an MMO before and have no idea what to do.

They make a set of expansions that add's players (and revenue) and livens up the game significantly, then say it was a bad idea and want to go back to how they did things in 2008/2009, the time when players were leaving. They have no idea how drop rates work, even when they have the code in front of them. Talking about how an 18 man VWNM group will get more drops then an Abyssea or other "end game" group. They must count petrified logs as being one of the "good drops".

Just proves what I've said for years, the developers are not players and have no idea what we do and why we do it. They also go one step further and ignore most of our feedback, focusing only on what they want to hear.


Sadly, that's the vibe I got out of most of that, too.

They can defend the Voidwatch drop system all they like, but it doesn't change the fact that it blows. Having drop rates "multiplied" by 18 with 18 people is meaningless if you can't have the drops go to the people that actually want them.
#12 Dec 02 2011 at 6:51 AM Rating: Excellent
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I hope they can fill some gap for those who are sitting between casual and hardcore. They need to lower the slope.

Edited, Dec 2nd 2011 12:51pm by VZX
#13 Dec 02 2011 at 7:11 AM Rating: Excellent
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I thought it was pretty cool to see how they were working with the stuff, just looking at the bone structure of the 3D model seemed quite complex. I chuckled a bit when they mentioned the PS2 limitations jokes. I could imagine at meetings when they discuss a problem then someone mentions "PS2 limitations", then everyone laughs and scraps the problem.
#14 Dec 02 2011 at 7:16 AM Rating: Excellent
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My fav is when same piece of rare gear keeps droping to the same people. Is it really that hard to add a check, that is worse then getting no drop at all.
#15 Dec 02 2011 at 8:12 AM Rating: Excellent
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saevellakshmi wrote:
I just finished reading it and what I took from is that the FFXI devs have never actually played an MMO before and have no idea what to do.

They make a set of expansions that add's players (and revenue) and livens up the game significantly, then say it was a bad idea and want to go back to how they did things in 2008/2009, the time when players were leaving. They have no idea how drop rates work, even when they have the code in front of them. Talking about how an 18 man VWNM group will get more drops then an Abyssea or other "end game" group. They must count petrified logs as being one of the "good drops".

Just proves what I've said for years, the developers are not players and have no idea what we do and why we do it. They also go one step further and ignore most of our feedback, focusing only on what they want to hear.


Spot on assessment.

The bit that literally made me get up and go walk around in bewilderment was this


Braintrust wrote:
Unfortunately, such a system required the developers to disallow trading. As Ito explains, "For example, say each player gets 5 items. You have 5 items times 18 players and they can all trade freely. Now one player could collect 90 items. That's no good." The removal of the trading option was specifically in order to counter item hoarding. Every individual participating in the content has an equal chance to get items


Huh?!?!?

I honestly don't get this rationalization for the ****-poor way they decided to handle drops. Especially when the drop rate for what ppl want is so ridiculous.

Now after seeing that in writing, i'm glad i chose to stop bothering with VW early on and adopted the 'wait and see' stance.
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Quite possibly the DUMBEST thing i've ever read.
#16 Dec 02 2011 at 8:15 AM Rating: Excellent
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/sigh, you cannot put the rabbit back in the box. They need to accept that Abyssea changed FFXI forever and move on from there. Trash the old stuff and let it rot. I did years of Dynamis, I don't want to go back just to collect 100 pieces to add +1 to some barely useful stat on a 7 year old piece of armor.

At the minimium +10-30 for stats and +3-5% for haste/fastcast. We need to see real improvements, not stuff only measurable to people running 3rd party parsing programs
#17 Dec 02 2011 at 8:28 AM Rating: Excellent
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99.99% of the rewards they give us are left in the box to rot, we are not getting rewarded. They should add a point system as an additional to the current system (40 pils and you get the points to buy the body from an npc, nobody should go that many kills and not get it). Most bodies I see are either on someones mule or on someone that leveled the job just to show the body off in PJ with no intention of actually playing it. This is no reward system at all, VW was fun for a while but the drop system sours it badly.

Even wow lets you trade R/E gear during the raid if you lotted it in error or something. Square are overdoing it badly with VW drop system, they realised the messed up with how easy Aby drops were and are waaay overcompensating now.

Quote:
At the minimium +10-30 for stats and +3-5% for haste/fastcast. We need to see real improvements, not stuff only measurable to people running 3rd party parsing programs


If you read that interview you should be able to see that ain't gonna happen now, they see aby as a mistake and are going to go firmly back to old ways. Sidegrades that take forfkinever to get.

Edited, Dec 2nd 2011 9:31am by Runespider
#18 Dec 02 2011 at 9:09 AM Rating: Excellent
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They're complete idiots with no common sense, and it's clear they don't actually play their own game. That's the only thing I got from the article (yeah, I read the whole thing. There's too much to comment on to delve into specifics).

EDIT:

This is all that needs quotations

Quote:
While most players would agree that the Abyssea series of add-ons breathed new life into the game, the consequences of such radical new content still weigh heavy on the developers who created it. Despite the positive response from the fans......the developers were concerned about game balance. "It became something a little different than what longtime FFXI players were used to

..... it was great that people enjoyed it, but there is also the loss of game balance to consider. Now we are going back into existing content to re-establish some balance."


In other words who gives a @#%^ if people enjoyed it, we're running this show and we're going to retool it into an environment people don't enjoy. Awesome logic, real freakin smart business techniques. Pissing off the masses is a great way to keep people paying that monthly fee, because we so look forward to hell bent frustration in our video game leisure time.

Edited, Dec 2nd 2011 10:16am by Melphina
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#19 Dec 02 2011 at 9:37 AM Rating: Excellent
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Mistress Melphina wrote:
They're complete idiots with no common sense, and it's clear they don't actually play their own game. That's the only thing I got from the article (yeah, I read the whole thing. There's too much to comment on to delve into specifics).

EDIT:

This is all that needs quotations

Quote:
While most players would agree that the Abyssea series of add-ons breathed new life into the game, the consequences of such radical new content still weigh heavy on the developers who created it. Despite the positive response from the fans......the developers were concerned about game balance. "It became something a little different than what longtime FFXI players were used to

..... it was great that people enjoyed it, but there is also the loss of game balance to consider. Now we are going back into existing content to re-establish some balance."


In other words who gives a @#%^ if people enjoyed it, we're running this show and we're going to retool it into an environment people don't enjoy. Awesome logic, real freakin smart business techniques. Pissing off the masses is a great way to keep people paying that monthly fee, because we so look forward to hell bent frustration in our video game leisure time.

Edited, Dec 2nd 2011 10:16am by Melphina


Say WHAT?!

How could they...how do they even...DOES NOT COMPUTE! *head explodes*
#20 Dec 02 2011 at 9:51 AM Rating: Excellent
It isn't the ability to go god-mode that made Abyssea so successful. The extra stats and powers were fun, but they weren't the reason we loved Abyssea.

For me, it was the incremental progress. It was the ability to fight a NM, to feel some semblence of control over the drops via the procs, and to usually walk away with some marker of progress in the form of a few seals even if I was just along to help someone else out. I'd rather build up 8-10 seals over the course of a few months than wait those few months and never see the drop I want.

Remember the stupid gates and the stupid bees in Salvage? How you had to pray Mad Bomber was up until they changed it, then you had to keep desperately fighting bees hoping for a NM to pop, then you had to cross your fingers that the NM MAYBE, just MAYBE, would drop the thing you actually wanted?

It would have been so much less frustrating if the stupid NM bee dropped a seal, and you had to collect 6 such seals to get the item. The illusion of progress is so much more important than the actual reward to an MMO player. The thrill of getting the item wears off quickly once it's obtained. The fun is in the progress of getting the item.

I would have hoped that that was the lesson SE took away from Abyssea. It's clear they didn't learn that lesson at all.

Edited, Dec 2nd 2011 11:21am by catwho
#21 Dec 02 2011 at 10:10 AM Rating: Default
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Mistress Melphina wrote:

Quote:

..... it was great that people enjoyed it, but there is also the loss of game balance to consider. Now we are going back into existing content to re-establish some balance."


In other words who gives a @#%^ if people enjoyed it, we're running this show and we're going to retool it into an environment people don't enjoy. Awesome logic, real freakin smart business techniques. Pissing off the masses is a great way to keep people paying that monthly fee, because we so look forward to hell bent frustration in our video game leisure time.


We get it, you don't like new Dynamis, you wanted it left alone. You don't like FoV and GoV, you wanted them to be once a day. You don't like the new XP amounts in Campaign and Besiged, they should be small because that is TRADITION! Because the only thing worse than allowing all of the non-Abyssea zones to even exist, is improving them so they're in line with Abyssea.
#22 Dec 02 2011 at 10:41 AM Rating: Excellent
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Fynlar wrote:


They can defend the Voidwatch drop system all they like, but it doesn't change the fact that it blows. Having drop rates "multiplied" by 18 with 18 people is meaningless if you can't have the drops go to the people that actually want them.


Yeah really sucks when the one "good" drop that you get out of a full day of voidwatch is a gun for two jobs you haven't even unlocked yet.

Meanwhile the cor in the group got some logs. And so did the ranger.
#23 Dec 02 2011 at 10:45 AM Rating: Excellent
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"The fans consider Abyssea a success, but the developers are very aware of its failings" Ito states. "At this point, rather than reuse aspects from Abyssea, we would like to create something completely new."

Haha wow, we know players enjoyed the new system, this is not what we intended. We will be reverting back to 3 hour waits while your 18 man alliance gets ready to fight.

Honestly, my biggest complaint about pr-abyssea wasn't the content, but the fact that it took so long to get ppl together/get the right jobs/etc...

Oh well, I kind of figured this would happen when they shifted Tanaka off of FFXIV. (This is just my opinion don't want to start an argument over this).

I started Abyssea late so I'm still +2ing a couple of jobs so I got time to wait and see. But if the only future content to improve your endgame gear is Voidwatch I probably will leave. I know some ppl want it that way, to get the best gear you should have 18 ppl alliances, but what enticed me to come back was Abyssea levelled the playing field for smaller groups. It seems like they have plans for other content so I will wait and see...for now.
#24 Dec 02 2011 at 11:30 AM Rating: Default
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I don't want to go back just to collect 100 pieces to add +1 to some barely useful stat on a 7 year old piece of armor.


It takes 1 hour + TE's I guess to farm 100 pieces of currency. IE. no time at all. You can do this solo if you have the right job and pick the right mobs (DNC works well) or in a low man group.
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#25 Dec 02 2011 at 11:58 AM Rating: Excellent
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I'm glad I read that article. For a moment there I was tempted to return. But as it stands, working two jobs I don't have the free time to dedicate to the 'sell your life away' endgame these guys have in mind.

And honestly I don't believe these guys know what any MMO term is, let alone understanding the idea of 'casual', or even properly balanced hardcore content.
#26 Dec 02 2011 at 12:08 PM Rating: Excellent
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We get it, you don't like new Dynamis, you wanted it left alone. You don't like FoV and GoV, you wanted them to be once a day. You don't like the new XP amounts in Campaign and Besiged, they should be small because that is TRADITION! Because the only thing worse than allowing all of the non-Abyssea zones to even exist, is improving them so they're in line with Abyssea.


Maybe I have sounded like a broken record the past few weeks, point taken. I do like the new FoV, GoV, Besieged, Campaign etc. These are all good adjustments, but they're all related to leveling up and getting exp just like an abyssea exp pt. Once you have those levels the exp venues offer little more and the only thing left is to gear the jobs. The problem I have is that once you get your levels and finish your meta end game abyssea armor sets the difficulty for further character progression is multiplied in a disproportionally harsh way. So instead of repeating myself any further I'll simply ask you this. Do you think the new content s-e has released after abyssea is overall satisfactory, particularly the events themselves like new WoE and voidwatch? The drop systems in the new HKC battlefields WoE and Voidwatch are not in line with abyssea at all. That wouldn't be a problem in and of itself, it's just that it's so far out of line it's like comparing a molehill to a mountain. Do you feel your character progression has been satisfactory since abyssea ended, or that most of the newest tasks have had a fair effort to reward ratio? Do you believe their end game environment is as balanced as they say it is? Maybe I'm out of touch with things and it's not as bad as I perceive it to be, but if they intend to create more end game like they did at 75 I don't feel optimistic about the prospect


Quote:
One might expect the positive fan reaction would give the development team much to take from Abyssea as they continue to build more content. However, for Ito, the best lessons to learn from Abyssea are what not to do. "The fans consider Abyssea a success, but the developers are very aware of its failings" Ito states. "At this point, rather than reuse aspects from Abyssea, we would like to create something completely new."


My take on this is it's saying "The fans consider something to be a huge success, so instead of embracing that success we intend to implement tactics that have failed miserably in the past". It just doesn't make any sense at all why someone would think like this. I dunno /scratch head

Edited, Dec 2nd 2011 1:30pm by Melphina
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