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Matsui Responses Compilation threadFollow

#127 Mar 26 2013 at 5:08 PM Rating: Excellent
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If I designed a hammer, gave it to you, and you found it worked 10x better as a screwdriver, then I designed the hammer poorly.

Edited, Mar 26th 2013 7:09pm by Diamondis
#128 Mar 26 2013 at 5:43 PM Rating: Default
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Diamondis wrote:
If I designed a hammer, gave it to you, and you found it worked 10x better as a screwdriver, then I designed the hammer poorly.

Edited, Mar 26th 2013 7:09pm by Diamondis


Please, oh please, show me how the playerbase has made this game better. Smiley: popcorn
#129 Mar 26 2013 at 6:25 PM Rating: Excellent
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Zymunn wrote:


Please, oh please, show me how the playerbase has made this game better. Smiley: popcorn


By playing it and paying the bills so SE can do stuff.
#130 Mar 26 2013 at 6:43 PM Rating: Excellent
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1,677 posts
Beaten to it... darn.

Also, 'better' is a highly subjective term when used that way. NIN being made into a tank by the players, imo, made the game better. If we hadn't done that then we'd have one less tank job in a game dominated by DDs. If SE wanted NIN to be played as a DD then they should've made the tools for NIN to do damage easier to obtain and use effectively. Shuriken were always stupid to obtain after a certain point, there's no throwing WS for damage, spinning the wheel is expensive, etc. Had they made NIN tools/shuriken available from NPC from the get-go we may have seen NIN in a DD role.

If SE really wanted NIN to be a DD and not a tank, then the fact that we gravitated towards tanking with it fairly quickly means they failed in their design of the job and its tools. SE made a screwdriver by mistake.
#131REDACTED, Posted: Mar 26 2013 at 9:02 PM, Rating: Sub-Default, (Expand Post) Double edged sword.
#132 Apr 03 2013 at 11:36 AM Rating: Excellent
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Camate wrote:

Greetings everyone!

Thanks for all the feedback on enmity. Just as Producer Matsui has mentioned, we will be performing on-going adjustments to the enmity system and will start by working on laying the groundwork and the essential features.

Once the groundwork has been properly established, we’ll be working on the slightly smaller aspects and after that focus on the minute portions.

This should give you an idea of the progression we have mapped out, but let me shift into a slightly more detailed explanation.

Based on the feedback we have been seeing on the forums, for our next step we will be making adjustments to the static enmity generated from some job abilities and spells around the end of this month. (This is of course pending that there are no major issues along the way.)

With the adjustments we will be reducing the enmity generated by approximately half of the current value.

Additionally, we will be increasing the amount of enmity generated by the white magic spells Reprisal and Foil.

We will let you know the details on which job abilities and spells will be adjusted to have less enmity generation in the coming days, but I wanted to inform you of what we have planned ahead of time.

http://forum.square-enix.com/ffxi/threads/30629-Enmity-System-Explanation-and-Planned-Adjustments?p=415502#post415502
#133 Apr 03 2013 at 11:46 AM Rating: Good
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Glad to know they are working on it. Guessing blood pacts etc will be lowered. Sort of sucks that they are doing it so piecemeal. It makes it seem like they don't know as much about how we play as they ought to.
#134 Apr 03 2013 at 1:55 PM Rating: Good
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It sucks being beta testers but they are addressing issues faster then they have in the past. So I'll go with the gloss half full on this.
#135 Apr 03 2013 at 2:15 PM Rating: Good
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Diamondis wrote:
If I designed a hammer, gave it to you, and you found it worked 10x better as a screwdriver, then I designed the hammer poorly.

Edited, Mar 26th 2013 7:09pm by Diamondis


If you waited until releasing a hammer to find out that your customer wanted screwdrivers then you definitely failed. Much better to partially design something, find out your customers like it better for X reason, or would like you to move in that direction, than the ASSumptions you made thinking they wanted it for Y reason.
____________________________
Carbuncle


#136 Apr 05 2013 at 12:16 PM Rating: Excellent
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Akihiko Matsui wrote:

Thanks for the feedback.
(And also thanks for starting a feedback thread.)

For the team is been roughly 6 years since they released an expansion, and it's my first expansion in my current position, and it has been a very hectic week.

I've heard from the lead that he created the quests placing a lot of importance on the world lore, and will be continuing to add more and more as we move forward, so we're hoping you're all looking forward to that.

Please continue to leave your feedback on the new jobs and monsters in the new areas. We are currently focused on pretty much everything since all the new armor hasn't been acquired just yet. There are a couple of tricks for playing as the new jobs, so please aspire to become a true rune fencer. (Not the noobie rune fencer I was during the YouTube stream...)

In regards to content balance, while it's still just the beginning, there are some aspects that are not going as planned. Also, there were some bugs that got through our testing, which I'm ashamed of.
I would like to apologize for this and any inconveniences they may have caused.

It's been pointed out to us that information was not being released the way it should have been, but we will strive to keep improving and would appreciate it if you could, as always, continue to submit your feedback.

http://forum.square-enix.com/ffxi/threads/31654-Pleasantly-surprised.?p=416580#post416580
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